# domain

name: Artifice
spell_1: animate rope
spell_2: wood shape
spell_3: stone shape
spell_4: minor creation
spell_5: fabricate
spell_6: major creation
spell_7: hardening
spell_8: true creation
spell_9: prismatic sphere
reference: SRD 3.5 DivineDomainsandSpells
granted_powers:
Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)

full_text:
      <div topic='Artifice Domain' level='2'><p><h2>Artifice Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)</p>
</div><div topic='Artifice Domain Spells' level='5'><p><h5><b>Artifice Domain Spells</b></h5></p><div topic='Animate Rope' level='8'><p><b>1 Animate rope</b></p>
</div><div topic='Wood Shape' level='8'><p><b>2 Wood shape</b></p>
</div><div topic='Stone Shape' level='8'><p><b>3 Stone shape</b></p>
</div><div topic='Minor Creation' level='8'><p><b>4 Minor creation</b></p>
</div><div topic='Fabricate' level='8'><p><b>5 Fabricate</b></p>
</div><div topic='Major Creation' level='8'><p><b>6 Major creation</b></p>
</div><div topic='Hardening' level='8'><p><b>7 Hardening</b></p>
</div><div topic='True Creation' level='8'><p><b>8 True creation</b></p>
</div><div topic='Prismatic Sphere' level='8'><p><b>9 Prismatic sphere</b></p>
</div>
</div>
</div>
    


name: Charm
spell_1: charm person
spell_2: calm emotions
spell_3: suggestion
spell_4: emotion
spell_5: charm monster
spell_6: geas/quest
spell_7: insanity
spell_8: demand
spell_9: dominate monster
reference: SRD 3.5 DivineDomainsandSpells
granted_powers:
The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

full_text:
      <div topic='Charm Domain' level='2'><p><h2>Charm Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.</p>
</div><div topic='Charm Domain Spells' level='5'><p><h5><b>Charm Domain Spells</b></h5></p><div topic='Charm Person' level='8'><p><b>1 Charm person</b></p>
</div><div topic='Calm Emotions' level='8'><p><b>2 Calm emotions</b></p>
</div><div topic='Suggestion' level='8'><p><b>3 Suggestion</b></p>
</div><div topic='Emotion' level='8'><p><b>4 Emotion</b></p>
</div><div topic='Charm Monster' level='8'><p><b>5 Charm monster</b></p>
</div><div topic='Geas/Quest' level='8'><p><b>6 Geas/quest</b></p>
</div><div topic='Insanity' level='8'><p><b>7 Insanity</b></p>
</div><div topic='Demand' level='8'><p><b>8 Demand</b></p>
</div><div topic='Dominate Monster' level='8'><p><b>9 Dominate monster</b></p>
</div>
</div>
</div>
    


name: Community
spell_1: bless
spell_2: shield other
spell_3: prayer
spell_4: status
spell_5: telepathic bond
spell_6: heroes' feast
spell_7: refuge
spell_8: mass heal
spell_9: miracle
reference: SRD 3.5 DivineDomainsandSpells
granted_powers:
Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

full_text:
      <div topic='Community Domain' level='2'><p><h2>Community Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Use <i>calm emotions</i> as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.</p>
</div><div topic='Community Domain Spells' level='5'><p><h5><b>Community Domain Spells</b></h5></p><div topic='Bless' level='8'><p><b>1 Bless</b></p>
</div><div topic='Shield Other' level='8'><p><b>2 Shield other</b></p>
</div><div topic='Prayer' level='8'><p><b>3 Prayer</b></p>
</div><div topic='Status' level='8'><p><b>4 Status</b></p>
</div><div topic='Telepathic Bond' level='8'><p><b>5 Telepathic bond</b></p>
</div><div topic='Heroes' Feast' level='8'><p><b>6 Heroes' feast</b></p>
</div><div topic='Refuge' level='8'><p><b>7 Refuge</b></p>
</div><div topic='Mass Heal' level='8'><p><b>8 Mass heal</b></p>
</div><div topic='Miracle' level='8'><p><b>9 Miracle</b></p>
</div>
</div>
</div>
    


name: Creation
spell_1: create water
spell_2: minor image
spell_3: create food and water
spell_4: minor creation
spell_5: major creation
spell_6: heroes' feast
spell_7: permanent image
spell_8: true creation
spell_9: genesis
reference: SRD 3.5 DivineDomainsandSpells
granted_powers:
Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)

full_text:
      <div topic='Creation Domain' level='2'><p><h2>Creation Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)</p>
</div><div topic='Creation Domain Spells' level='5'><p><h5><b>Creation Domain Spells</b></h5></p><div topic='Create Water' level='8'><p><b>1 Create water</b></p>
</div><div topic='Minor Image' level='8'><p><b>2 Minor image</b></p>
</div><div topic='Create Food and Water' level='8'><p><b>3 Create food and water</b></p>
</div><div topic='Minor Creation' level='8'><p><b>4 Minor creation</b></p>
</div><div topic='Major Creation' level='8'><p><b>5 Major creation</b></p>
</div><div topic='Heroes' Feast' level='8'><p><b>6 Heroes' feast</b></p>
</div><div topic='Permanent Image' level='8'><p><b>7 Permanent image</b></p>
</div><div topic='True Creation' level='8'><p><b>8 True creation</b></p>
</div><div topic='Genesis' level='8'><p><b>9 Genesis</b></p>
</div>
</div>
</div>
    


name: Darkness
granted_powers: Free Blind-Fight feat.
spell_1: obscuring mist
spell_2: blindness
spell_3: blacklight
spell_4: armor of darkness
spell_5: summon monster V (only summons 1d3 shadows)
spell_6: prying eyes
spell_7: nightmare
spell_8: power word blind
spell_9: power word kill
reference: SRD 3.5 DivineDomainsandSpells
full_text:
      <div topic='Darkness Domain' level='2'><p><h2>Darkness Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Free Blind-Fight feat.</p>
</div><div topic='Darkness Domain Spells' level='5'><p><h5><b>Darkness Domain Spells</b></h5></p><div topic='Obscuring Mist' level='8'><p><b>1 Obscuring mist</b></p>
</div><div topic='Blindness' level='8'><p><b>2 Blindness</b></p>
</div><div topic='Blacklight' level='8'><p><b>3 Blacklight</b></p>
</div><div topic='Armor of Darkness' level='8'><p><b>4 Armor of darkness</b></p>
</div><div topic='Summon Monster V' level='8'><p><b>5 Summon monster V (only summons 1d3 shadows)</b></p>
</div><div topic='Prying Eyes' level='8'><p><b>6 Prying eyes</b></p>
</div><div topic='Nightmare' level='8'><p><b>7 Nightmare</b></p>
</div><div topic='Power Word, Blind' level='8'><p><b>8 Power word, blind</b></p>
</div><div topic='Power Word, Kill' level='8'><p><b>9 Power word, kill</b></p>
</div>
</div>
</div>
    


name: Glory
granted_powers: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
spell_1: disrupt undead
spell_2: bless weapon
spell_3: searing light
spell_4: holy smite
spell_5: holy sword
spell_6: bolt of glory
spell_7: sunbeam
spell_8: crown of glory
spell_9: gate
reference: SRD 3.5 DivineDomainsandSpells
full_text:
      <div topic='Glory Domain' level='2'><p><h2>Glory Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.</p>
</div><div topic='Glory Domain Spells' level='5'><p><h5><b>Glory Domain Spells</b></h5></p><div topic='Disrupt Undead' level='8'><p><b>1 Disrupt undead</b></p>
</div><div topic='Bless Weapon' level='8'><p><b>2 Bless weapon</b></p>
</div><div topic='Searing Light' level='8'><p><b>3 Searing light</b></p>
</div><div topic='Holy Smite' level='8'><p><b>4 Holy smite</b></p>
</div><div topic='Holy Sword' level='8'><p><b>5 Holy sword</b></p>
</div><div topic='Bolt of Glory' level='8'><p><b>6 Bolt of glory</b></p>
</div><div topic='Sunbeam' level='8'><p><b>7 Sunbeam</b></p>
</div><div topic='Crown of Glory' level='8'><p><b>8 Crown of glory</b></p>
</div><div topic='Gate' level='8'><p><b>9 Gate</b></p>
</div>
</div>
</div>
    


name: Liberation
granted_powers: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.
spell_1: remove fear
spell_2: remove paralysis
spell_3: remove curse
spell_4: freedom of movement
spell_5: break enchantment
spell_6: greater dispel magic
spell_7: refuge
spell_8: mind blank
spell_9: unbinding
reference: SRD 3.5 DivineDomainsandSpells
full_text:
      <div topic='Liberation Domain' level='2'><p><h2>Liberation Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.</p>
</div><div topic='Liberation Domain Spells' level='5'><p><h5><b>Liberation Domain Spells</b></h5></p><div topic='Remove Fear' level='8'><p><b>1 Remove fear</b></p>
</div><div topic='Remove Paralysis' level='8'><p><b>2 Remove paralysis</b></p>
</div><div topic='Remove Curse' level='8'><p><b>3 Remove curse</b></p>
</div><div topic='Freedom of Movement' level='8'><p><b>4 Freedom of movement</b></p>
</div><div topic='Break Enchantment' level='8'><p><b>5 Break enchantment</b></p>
</div><div topic='Greater Dispel Magic' level='8'><p><b>6 Greater dispel magic</b></p>
</div><div topic='Refuge' level='8'><p><b>7 Refuge</b></p>
</div><div topic='Mind Blank' level='8'><p><b>8 Mind blank</b></p>
</div><div topic='Unbinding' level='8'><p><b>9 Unbinding</b></p>
</div>
</div>
</div>
    


name: Madness
spell_1: random action
spell_2: touch of madness
spell_3: rage
spell_4: confusion
spell_5: bolts of bedevilment
spell_6: phantasmal killer
spell_7: insanity
spell_8: maddening scream
spell_9: weird
reference: SRD 3.5 DivineDomainsandSpells
granted_powers:
The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

full_text:
      <div topic='Madness Domain' level='2'><p><h2>Madness Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.</p><p>For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.</p><p>Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.</p>
</div><div topic='Madness Domain Spells' level='5'><p><h5><b>Madness Domain Spells</b></h5></p><div topic='Random Action' level='8'><p><b>1 Random action</b></p>
</div><div topic='Touch of Madness' level='8'><p><b>2 Touch of madness</b></p>
</div><div topic='Rage' level='8'><p><b>3 Rage</b></p>
</div><div topic='Confusion' level='8'><p><b>4 Confusion</b></p>
</div><div topic='Bolts of Bedevilment' level='8'><p><b>5 Bolts of bedevilment</b></p>
</div><div topic='Phantasmal Killer' level='8'><p><b>6 Phantasmal killer</b></p>
</div><div topic='Insanity' level='8'><p><b>7 Insanity</b></p>
</div><div topic='Maddening Scream' level='8'><p><b>8 Maddening scream</b></p>
</div><div topic='Weird' level='8'><p><b>9 Weird</b></p>
</div>
</div>
</div>
    


name: Nobility
spell_1: divine favor
spell_2: enthrall
spell_3: magic vestment
spell_4: discern lies
spell_5: greater command
spell_6: geas/quest
spell_7: repulsion
spell_8: demand
spell_9: storm of vengeance
reference: SRD 3.5 DivineDomainsandSpells
granted_powers:
The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character's Charisma bonus and can be used once per day.

full_text:
      <div topic='Nobility Domain' level='2'><p><h2>Nobility Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character's Charisma bonus and can be used once per day.</p>
</div><div topic='Nobility Domain Spells' level='5'><p><h5><b>Nobility Domain Spells</b></h5></p><div topic='Divine Favor' level='8'><p><b>1 Divine favor</b></p>
</div><div topic='Enthrall' level='8'><p><b>2 Enthrall</b></p>
</div><div topic='Magic Vestment' level='8'><p><b>3 Magic vestment</b></p>
</div><div topic='Discern Lies' level='8'><p><b>4 Discern lies</b></p>
</div><div topic='Greater Command' level='8'><p><b>5 Greater command</b></p>
</div><div topic='Geas/Quest' level='8'><p><b>6 Geas/quest</b></p>
</div><div topic='Repulsion' level='8'><p><b>7 Repulsion</b></p>
</div><div topic='Demand' level='8'><p><b>8 Demand</b></p>
</div><div topic='Storm of Vengeance' level='8'><p><b>9 Storm of vengeance</b></p>
</div>
</div>
</div>
    


name: Repose
spell_1: deathwatch
spell_2: gentle repose
spell_3: speak with dead
spell_4: death ward
spell_5: slay living
spell_6: undeath to death
spell_7: destruction
spell_8: surelife
spell_9: wail of the banshee
reference: SRD 3.5 DivineDomainsandSpells
granted_powers:
The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature's current hit points, it dies.

full_text:
      <div topic='Repose Domain' level='2'><p><h2>Repose Domain</h2></p><p>The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.</p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> The character may use a <i>death touch</i> once per day. The <i>death touch</i> is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature's current hit points, it dies.</p>
</div><div topic='Repose Domain Spells' level='5'><p><h5><b>Repose Domain Spells</b></h5></p><div topic='Deathwatch' level='8'><p><b>1 Deathwatch</b></p>
</div><div topic='Gentle Repose' level='8'><p><b>2 Gentle repose</b></p>
</div><div topic='Speak with Dead' level='8'><p><b>3 Speak with dead</b></p>
</div><div topic='Death Ward' level='8'><p><b>4 Death ward</b></p>
</div><div topic='Slay Living' level='8'><p><b>5 Slay living</b></p>
</div><div topic='Undeath to Death' level='8'><p><b>6 Undeath to death</b></p>
</div><div topic='Destruction' level='8'><p><b>7 Destruction</b></p>
</div><div topic='Surelife' level='8'><p><b>8 Surelife</b></p>
</div><div topic='Wail of the Banshee' level='8'><p><b>9 Wail of the banshee</b></p>
</div>
</div>
</div>
    


name: Rune
granted_powers: Free Scribe Scroll feat.
spell_1: erase
spell_2: secret page
spell_3: glyph of warding
spell_4: explosive runes
spell_5: lesser planar binding
spell_6: greater glyph of warding
spell_7: instant summons
spell_8: symbol
spell_9: teleportation circle
reference: SRD 3.5 DivineDomainsandSpells
full_text:
      <div topic='Rune Domain' level='2'><p><h2>Rune Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Free Scribe Scroll feat.</p>
</div><div topic='Rune Domain Spells' level='5'><p><h5><b>Rune Domain Spells</b></h5></p><div topic='Erase' level='8'><p><b>1 Erase</b></p>
</div><div topic='Secret Page' level='8'><p><b>2 Secret page</b></p>
</div><div topic='Glyph of Warding' level='8'><p><b>3 Glyph of warding</b></p>
</div><div topic='Explosive Runes' level='8'><p><b>4 Explosive runes</b></p>
</div><div topic='Lesser Planar Binding' level='8'><p><b>5 Lesser planar binding</b></p>
</div><div topic='Greater Glyph of Warding' level='8'><p><b>6 Greater glyph of warding</b></p>
</div><div topic='Instant Summons' level='8'><p><b>7 Instant summons</b></p>
</div><div topic='Symbol' level='8'><p><b>8 Symbol</b></p>
</div><div topic='Teleportation Circle' level='8'><p><b>9 Teleportation circle</b></p>
</div>
</div>
</div>
    


name: Scalykind
spell_1: magic fang
spell_2: animal trance
spell_3: greater magic fang
spell_4: poison
spell_5: animal growth
spell_6: eyebite
spell_7: creeping doom (composed of tiny snakes)
spell_8: animal shapes
spell_9: shapechange
reference: SRD 3.5 DivineDomainsandSpells
granted_powers:
Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.Use this ability a total number of times per day equal to 3 + Charisma modifier.

full_text:
      <div topic='Scalykind Domain' level='2'><p><h2>Scalykind Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.</p><p>Use this ability a total number of times per day equal to 3 + Charisma modifier.</p>
</div><div topic='Scalykind Domain Spells' level='5'><p><h5><b>Scalykind Domain Spells</b></h5></p><div topic='Magic Fang' level='8'><p><b>1 Magic fang</b></p>
</div><div topic='Animal Trance' level='8'><p><b>2 Animal trance</b></p>
</div><div topic='Greater Magic Fang' level='8'><p><b>3 Greater magic fang</b></p>
</div><div topic='Poison' level='8'><p><b>4 Poison</b></p>
</div><div topic='Animal Growth' level='8'><p><b>5 Animal growth</b></p>
</div><div topic='Eyebite' level='8'><p><b>6 Eyebite</b></p>
</div><div topic='Creeping Doom' level='8'><p><b>7 Creeping doom (composed of tiny snakes)</b></p>
</div><div topic='Animal Shapes' level='8'><p><b>8 Animal shapes</b></p>
</div><div topic='Shapechange' level='8'><p><b>9 Shapechange</b></p>
</div>
</div>
</div>
    


name: Weather
granted_powers: Survival is a class skill.
spell_1: obscuring mist
spell_2: fog cloud
spell_3: call lightning
spell_4: sleet storm
spell_5: ice storm
spell_6: control winds
spell_7: control weather
spell_8: whirlwind
spell_9: storm of vengeance
reference: SRD 3.5 DivineDomainsandSpells
full_text:
      <div topic='Weather Domain' level='2'><p><h2>Weather Domain</h2></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Survival is a class skill.</p>
</div><div topic='Weather Domain Spells' level='5'><p><h5><b>Weather Domain Spells</b></h5></p><div topic='Obscuring Mist' level='8'><p><b>1 Obscuring mist</b></p>
</div><div topic='Fog Cloud' level='8'><p><b>2 Fog cloud</b></p>
</div><div topic='Call Lightning' level='8'><p><b>3 Call lightning</b></p>
</div><div topic='Sleet Storm' level='8'><p><b>4 Sleet storm</b></p>
</div><div topic='Ice Storm' level='8'><p><b>5 Ice storm</b></p>
</div><div topic='Control Winds' level='8'><p><b>6 Control winds</b></p>
</div><div topic='Control Weather' level='8'><p><b>7 Control weather</b></p>
</div><div topic='Whirlwind' level='8'><p><b>8 Whirlwind</b></p>
</div><div topic='Storm of Vengeance' level='8'><p><b>9 Storm of vengeance</b></p>
</div>
</div>
</div>
    


name: Mind
spell_1: comprehend languages
spell_2: detect thoughts
spell_3: lesser telepathic bond
spell_4: discern lies
spell_5: telepathic bond
spell_6: probe thoughts
spell_7: brain spider
spell_8: mind blank
spell_9: weird
reference: SRD 3.5 PsionicSpells
granted_powers:
Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.

full_text:
      <div topic='Mind Domain' level='3'><p><h3>Mind Domain</h3></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.</p>
</div><div topic='Mind Domain Spells' level='5'><p><h5><b>Mind Domain Spells</b></h5></p><div topic='Comprehend Languages' level='8'><p><b>1 Comprehend Languages:</b> You understand all spoken and written languages.</p>
</div><div topic='Detect Thoughts' level='8'><p><b>2 Detect Thoughts:</b> Allows 'listening' to surface thoughts.</p>
</div><div topic='Telepathic Bond, Lesser' level='8'><p><b>3 Telepathic Bond, Lesser:</b> Link with subject within 30 ft. for 10 min./level.</p>
</div><div topic='Discern Lies' level='8'><p><b>4 Discern Lies:</b> Reveals deliberate falsehoods.</p>
</div><div topic='Telepathic Bond' level='8'><p><b>5 Telepathic Bond:</b> Link lets allies communicate.</p>
</div><div topic='Probe Thoughts' level='8'><p><b>6 Probe Thoughts:</b> Read subject's memories, one question/round.</p>
</div><div topic='Brain Spider' level='8'><p><b>7 Brain Spider:</b> Eavesdrop on thoughts of up to eight other creatures.</p>
</div><div topic='Mind Blank' level='8'><p><b>8 Mind Blank:</b> Subject is immune to mental/emotional magic and scrying.</p>
</div><div topic='Weird' level='8'><p><b>9 Weird:</b> Fearful illusion affects all within 30 ft., either killing or dealing 3d6 damage.</p>
</div>
</div>
</div>
    


name: Air
spell_1: obscuring mist
spell_2: wind wall
spell_3: gaseous form
spell_4: air walk
spell_5: control winds
spell_6: chain lightning
spell_7: control weather
spell_8: whirlwind
spell_9: elemental swarm
reference: SRD 3.5 SpellListI
granted_powers:
Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

full_text:
      <div topic='Air Domain' level='4'><p><h4>Air Domain</h4></p><div topic='Granted Powers' level='8'><p><b>Granted Powers:</b> Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.</p>
</div><div topic='Air Domain Spells' level='5'><p><h5><b>Air Domain Spells</b></h5></p><div topic='Obscuring Mist' level='8'><p><b>1 Obscuring Mist:</b> Fog surrounds you.</p>
</div><div topic='Wind Wall' level='8'><p><b>2 Wind Wall:</b> Deflects arrows, smaller creatures, and gases.</p>
</div><div topic='Gaseous Form' level='8'><p><b>3 Gaseous Form:</b> Subject becomes insubstantial and can fly slowly.</p>
</div><div topic='Air Walk' level='8'><p><b>4 Air Walk:</b> Subject treads on air as if solid (climb at 45-degree angle).</p>
</div><div topic='Control Winds' level='8'><p><b>5 Control Winds:</b> Change wind direction and speed.</p>
</div><div topic='Chain Lightning' level='8'><p><b>6 Chain Lightning:</b> 1d6/level damage; 1 secondary bolt/level each deals half damage.</p>
</div><div topic='Control Weather' level='8'><p><b>7 Control Weather:</b> Changes weather in local area.</p>
</div><div topic='Whirlwind' level='8'><p><b>8 Whirlwind:</b> Cyclone deals damage and can pick up creatures.</p>
</div><div topic='Elemental Swarm' level='8'><p><b>9 Elemental Swarm*:</b> Summons multiple elementals.</p>
</div>
</div>
</div>
    


name: Animal
spell_1: calm animals
spell_2: hold animal
spell_3: dominate animal
spell_4: summon nature's ally IV
spell_5: commune with nature
spell_6: antilife shell
spell_7: animal shapes
spell_8: summon nature's ally VIII
spell_9: shapechange
reference: SRD 3.5 SpellListI
granted_powers:
You can use speak with animals once per day as a spell-like ability.Add Knowledge (nature) to your list of cleric class skills.

full_text:
      <div topic='Animal Domain' level='4'><p><h4>Animal Domain</h4></p><div topic='Granted Powers' level='8'><p><b>Granted Powers:</b> You can use <i>speak with animals</i> once per day as a spell-like ability.</p><p>Add Knowledge (nature) to your list of cleric class skills.</p>
</div><div topic='Animal Domain Spells' level='5'><p><h5><b>Animal Domain Spells</b></h5></p><div topic='Calm Animals' level='8'><p><b>1 Calm Animals:</b> Calms (2d4 + level) HD of animals.</p>
</div><div topic='Hold Animal' level='8'><p><b>2 Hold Animal:</b> Paralyzes one animal for 1 round/level.</p>
</div><div topic='Dominate Animal' level='8'><p><b>3 Dominate Animal:</b> Subject animal obeys silent mental commands.</p>
</div><div topic='Summon Nature's Ally IV' level='8'><p><b>4 Summon Nature's Ally IV*:</b> Calls creature to fight.</p>
</div><div topic='Commune with Nature' level='8'><p><b>5 Commune with Nature:</b> Learn about terrain for 1 mile/level.</p>
</div><div topic='Antilife Shell' level='8'><p><b>6 Antilife Shell:</b> 10-ft. field hedges out living creatures.</p>
</div><div topic='Animal Shapes' level='8'><p><b>7 Animal Shapes:</b> One ally/level polymorphs into chosen animal.</p>
</div><div topic='Summon Nature's Ally VIII' level='8'><p><b>8 Summon Nature's Ally VIII*:</b> Calls creature to fight.</p>
</div><div topic='Shapechange' level='8'><p><b>9 Shapechange:</b> Transforms you into any creature, and change forms once per round.</p>
</div>
</div>
</div>
    


name: Chaos
granted_powers: You cast chaos spells at +1 caster level.
spell_1: protection from law
spell_2: shatter
spell_3: magic circle against law
spell_4: chaos hammer
spell_5: dispel law
spell_6: animate objects
spell_7: word of chaos
spell_8: cloak of chaos
spell_9: summon monster IX
reference: SRD 3.5 SpellListI
full_text:
      <div topic='Chaos Domain' level='4'><p><h4>Chaos Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You cast chaos spells at +1 caster level.</p>
</div><div topic='Chaos Domain Spells' level='5'><p><h5><b>Chaos Domain Spells</b></h5></p><div topic='Protection from Law' level='8'><p><b>1 Protection from Law:</b> +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p>
</div><div topic='Shatter' level='8'><p><b>2 Shatter:</b> Sonic vibration damages objects or crystalline creatures.</p>
</div><div topic='Magic Circle Against Law' level='8'><p><b>3 Magic Circle against Law:</b> As <i>protection</i> spells, but 10-ft. radius and 10 min./level.</p>
</div><div topic='Chaos Hammer' level='8'><p><b>4 Chaos Hammer:</b> Damages and staggers lawful creatures.</p>
</div><div topic='Dispel Law' level='8'><p><b>5 Dispel Law:</b> +4 bonus against attacks by lawful creatures.</p>
</div><div topic='Animate Objects' level='8'><p><b>6 Animate Objects:</b> Objects attack your foes.</p>
</div><div topic='Word of Chaos' level='8'><p><b>7 Word of Chaos:</b> Kills, <i>confuses</i>,  stuns, or deafens nonchaotic subjects.</p>
</div><div topic='Cloak of Chaos' level='8'><p><b>8 Cloak of Chaos:</b> +4 to AC, +4 resistance, spell resistance 25 against lawful spells.</p>
</div><div topic='Summon Monster IX' level='8'><p><b>9 Summon Monster IX*:</b> Calls extraplanar creature to fight for you.</p>
</div>
</div>
</div>
    


name: Death
spell_1: cause fear
spell_2: death knell
spell_3: animate dead
spell_4: death ward
spell_5: slay living
spell_6: create undead
spell_7: destruction
spell_8: create greater undead
spell_9: wail of the banshee
reference: SRD 3.5 SpellListI
granted_powers:
You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).

full_text:
      <div topic='Death Domain' level='4'><p><h4>Death Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).</p>
</div><div topic='Death Domain Spells' level='5'><p><h5><b>Death Domain Spells</b></h5></p><div topic='Cause Fear' level='8'><p><b>1 Cause Fear:</b> One creature of 5 HD or less flees for 1d4 rounds.</p>
</div><div topic='Death Knell' level='8'><p><b>2 Death Knell:</b> Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.</p>
</div><div topic='Animate Dead' level='8'><p><b>3 Animate Dead:</b> Creates undead skeletons and zombies.</p>
</div><div topic='Death Ward' level='8'><p><b>4 Death Ward:</b> Grants immunity to death spells and negative energy effects.</p>
</div><div topic='Slay Living' level='8'><p><b>5 Slay Living:</b> Touch attack kills subject.</p>
</div><div topic='Create Undead' level='8'><p><b>6 Create Undead:</b> Create ghouls, ghasts, mummies, or mohrgs.</p>
</div><div topic='Destruction' level='8'><p><b>7 Destruction:</b> Kills subject and destroys remains.</p>
</div><div topic='Create Greater Undead' level='8'><p><b>8 Create Greater Undead:</b> Create shadows, wraiths, spectres, r devourers.</p>
</div><div topic='Wail of the Banshee' level='8'><p><b>9 Wail of the Banshee:</b> Kills one creature/level.</p>
</div>
</div>
</div>
    


name: Destruction
spell_1: inflict light wounds
spell_2: shatter
spell_3: contagion
spell_4: inflict critical wounds
spell_5: mass inflict light wounds
spell_6: harm
spell_7: disintegrate
spell_8: earthquake
spell_9: implosion
reference: SRD 3.5 SpellListI
granted_powers:
You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

full_text:
      <div topic='Destruction Domain' level='4'><p><h4>Destruction Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.</p>
</div><div topic='Destruction Domain Spells' level='5'><p><h5><b>Destruction Domain Spells</b></h5></p><div topic='Inflict Light Wounds' level='8'><p><b>1 Inflict Light Wounds:</b> Touch attack, 1d8 damage +1/level (max +5).</p>
</div><div topic='Shatter' level='8'><p><b>2 Shatter:</b> Sonic vibration damages objects or crystalline creatures.</p>
</div><div topic='Contagion' level='8'><p><b>3 Contagion:</b> Infects subject with chosen disease.</p>
</div><div topic='Inflict Critical Wounds' level='8'><p><b>4 Inflict Critical Wounds:</b> Touch attack, 4d8 damage +1/level (max +20).</p>
</div><div topic='Inflict Light Wounds, Mass' level='8'><p><b>5 Inflict Light Wounds, Mass:</b> Deals 1d8 damage +1/level to any creatures.</p>
</div><div topic='Harm' level='8'><p>6 <b>Harm:</b> Deals 10 points/level damage to target.</p>
</div><div topic='Disintegrate' level='8'><p><b>7 Disintegrate:</b> Makes one creature or object vanish.</p>
</div><div topic='Earthquake' level='8'><p><b>8 Earthquake:</b> Intense tremor shakes 80-ft. -radius.</p>
</div><div topic='Implosion' level='8'><p><b>9 Implosion:</b> Kills one creature/round.</p>
</div>
</div>
</div>
    


name: Earth
spell_1: magic stone
spell_2: soften earth and stone
spell_3: stone shape
spell_4: spike stones
spell_5: wall of stone
spell_6: stoneskin
spell_7: earthquake
spell_8: iron body
spell_9: elemental swarm
reference: SRD 3.5 SpellListI
granted_powers:
Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

full_text:
      <div topic='Earth Domain' level='4'><p><h4>Earth Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.</p>
</div><div topic='Earth Domain Spells' level='5'><p><h5><b>Earth Domain Spells</b></h5></p><div topic='Magic Stone' level='8'><p><b>1 Magic Stone:</b> Three stones become +1 projectiles, 1d6 +1 damage.</p>
</div><div topic='Soften Earth and Stone' level='8'><p><b>2 Soften Earth and Stone:</b> Turns stone to clay or dirt to sand or mud.</p>
</div><div topic='Stone Shape' level='8'><p><b>3 Stone Shape:</b> Sculpts stone into any shape.</p>
</div><div topic='Spike Stones' level='8'><p><b>4 Spike Stones:</b> Creatures in area take 1d8 damage, may be <i>lowed</i>.</p>
</div><div topic='Wall of Stone' level='8'><p><b>5 Wall of Stone:</b> Creates a stone wall that can be shaped.</p>
</div><div topic='Stoneskin' level='8'><p><b>6 Stoneskin:</b> Ignore 10 points of damage per attack.</p>
</div><div topic='Earthquake' level='8'><p><b>7 Earthquake:</b> Intense tremor shakes 80-ft. -radius.</p>
</div><div topic='Iron Body' level='8'><p><b>8 Iron Body:</b> Your body becomes living iron.</p>
</div><div topic='Elemental Swarm' level='8'><p><b>9 Elemental Swarm*:</b> Summons multiple elementals.</p>
</div>
</div>
</div>
    


name: Evil
granted_powers: You cast evil spells at +1 caster level.
spell_1: protection from good
spell_2: desecrate
spell_3: magic circle against good
spell_4: unholy blight
spell_5: dispel good
spell_6: create undead
spell_7: blasphemy
spell_8: unholy aura
spell_9: summon monster IX
reference: SRD 3.5 SpellListI
full_text:
      <div topic='Evil Domain' level='4'><p><h4>Evil Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You cast evil spells at +1 caster level.</p>
</div><div topic='Evil Domain Spells' level='5'><p><h5><b>Evil Domain Spells</b></h5></p><div topic='Protection from Good' level='8'><p><b>1 Protection from Good:</b> +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p>
</div><div topic='Desecrate' level='8'><p><b>2 Desecrate:</b> Fills area with negative energy, making undead stronger.</p>
</div><div topic='Magic Circle Against Good' level='8'><p><b>3 Magic Circle against Good:</b> As <i>protection</i> spells, but 10-ft. radius and 10 min./level.</p>
</div><div topic='Unholy Blight' level='8'><p><b>4 Unholy Blight:</b> Damages and sickens good creatures.</p>
</div><div topic='Dispel Good' level='8'><p><b>5 Dispel Good:</b> +4 bonus against attacks by good creatures.</p>
</div><div topic='Create Undead' level='8'><p><b>6 Create Undead:</b> Create ghouls, ghasts, mummies, or mohrgs.</p>
</div><div topic='Blasphemy' level='8'><p><b>7 Blasphemy:</b> Kills, paralyzes, weakens, or dazes nonevil subjects.</p>
</div><div topic='Unholy Aura' level='8'><p><b>8 Unholy Aura:</b> +4 to AC, +4 resistance, spell resistance 25 against good spells.</p>
</div><div topic='Summon Monster IX' level='8'><p><b>9 Summon Monster IX*:</b> Calls extraplanar creature to fight for you.</p>
</div>
</div>
</div>
    


name: Fire
spell_1: burning hands
spell_2: produce flame
spell_3: resist energy
spell_4: wall of fire
spell_5: fire shield
spell_6: fire seeds
spell_7: fire storm
spell_8: incendiary cloud
spell_9: elemental swarm
reference: SRD 3.5 SpellListI
granted_powers:
Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

full_text:
      <div topic='Fire Domain' level='4'><p><h4>Fire Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.</p>
</div><div topic='Fire Domain Spells' level='5'><p><h5><b>Fire Domain Spells</b></h5></p><div topic='Burning Hands' level='8'><p><b>1 Burning Hands:</b> 1d4/level fire damage (max 5d4).</p>
</div><div topic='Produce Flame' level='8'><p><b>2 Produce Flame:</b> 1d6 damage +1/level, touch or thrown.</p>
</div><div topic='Resist Energy' level='8'><p><b>3 Resist Energy*:</b> Ignores 10 (or more) points of damage/attack from specified energy type.</p>
</div><div topic='Wall of Fire' level='8'><p><b>4 Wall of Fire:</b> Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.</p>
</div><div topic='Fire Shield' level='8'><p><b>5 Fire Shield:</b> Creatures attacking you take fire damage; you're protected from heat or cold.</p>
</div><div topic='Fire Seeds' level='8'><p><b>6 Fire Seeds:</b> Acorns and berries become grenades and bombs.</p>
</div><div topic='Fire Storm' level='8'><p><b>7 Fire Storm:</b> Deals 1d6/level fire damage.</p>
</div><div topic='Incendiary Cloud' level='8'><p><b>8 Incendiary Cloud:</b> Cloud deals 4d6 fire damage/round.</p>
</div><div topic='Elemental Swarm' level='8'><p><b>9 Elemental Swarm**:</b> Summons multiple elementals.</p>
</div>
</div>
</div>
    


name: Good
granted_powers: You cast good spells at +1 caster level.
spell_1: protection from evil
spell_2: aid
spell_3: magic circle against evil
spell_4: holy smite
spell_5: dispel evil
spell_6: blade barrier
spell_7: holy word
spell_8: holy aura
spell_9: summon monster IX
reference: SRD 3.5 SpellListI
full_text:
      <div topic='Good Domain' level='4'><p><h4>Good Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You cast good spells at +1 caster level.</p>
</div><div topic='Good Domain Spells' level='5'><p><h5><b>Good Domain Spells</b></h5></p><div topic='Protection from Evil' level='8'><p><b>1 Protection from Evil:</b> +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p>
</div><div topic='Aid' level='8'><p><b>2 Aid:</b> +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).</p>
</div><div topic='Magic Circle Against Evil' level='8'><p><b>3 Magic Circle against Evil:</b> As <i>protection</i> spells, but 10-ft. radius and 10 min./level.</p>
</div><div topic='Holy Smite' level='8'><p><b>4 Holy Smite:</b> Damages and blinds evil creatures.</p>
</div><div topic='Dispel Evil' level='8'><p><b>5 Dispel Evil:</b> +4 bonus against attacks by evil creatures.</p>
</div><div topic='Blade Barrier' level='8'><p><b>6 Blade Barrier:</b> Wall of blades deals 1d6/level damage.</p>
</div><div topic='Holy Word' level='8'><p><b>7 Holy Word:</b> Kills, paralyzes, slows, or deafens nongood subjects.</p>
</div><div topic='Holy Aura' level='8'><p><b>8 Holy Aura:</b> +4 to AC, +4 resistance, and spell resistance 25 against evil spells.</p>
</div><div topic='Summon Monster IX' level='8'><p><b>9 Summon Monster IX*:</b> Calls extraplanar creature to fight for you.</p>
</div>
</div>
</div>
    


name: Healing
granted_powers: You cast healing spells at +1 caster level.
spell_1: cure light wounds
spell_2: cure moderate wounds
spell_3: cure serious wounds
spell_4: cure critical wounds
spell_5: mass cure light wounds
spell_6: heal
spell_7: regenerate
spell_8: mass cure critical wounds
spell_9: mass heal
reference: SRD 3.5 SpellListI
full_text:
      <div topic='Healing Domain' level='4'><p><h4>Healing Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You cast healing spells at +1 caster level.</p>
</div><div topic='Healing Domain Spells' level='5'><p><h5><b>Healing Domain Spells</b></h5></p><div topic='Cure Light Wounds' level='8'><p><b>1 Cure Light Wounds:</b> Cures 1d8 damage +1/level (max +5).</p>
</div><div topic='Cure Moderate Wounds' level='8'><p><b>2 Cure Moderate Wounds:</b> Cures 2d8 damage +1/level (max +10).</p>
</div><div topic='Cure Serious Wounds' level='8'><p><b>3 Cure Serious Wounds:</b> Cures 3d8 damage +1/level (max +15).</p>
</div><div topic='Cure Critical Wounds' level='8'><p><b>4 Cure Critical Wounds:</b> Cures 4d8 damage +1/level (max +20).</p>
</div><div topic='Cure Light Wounds, Mass' level='8'><p><b>5 Cure Light Wounds, Mass:</b> Cures 1d8 damage +1/level (max +25) for many creatures.</p>
</div><div topic='Heal' level='8'><p><b>6 Heal:</b> Cures 10 points/level of damage, all diseases and mental conditions.</p>
</div><div topic='Regenerate' level='8'><p><b>7 Regenerate:</b> Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).</p>
</div><div topic='Cure Critical Wounds, Mass' level='8'><p><b>8 Cure Critical Wounds, Mass:</b> Cures 4d8 damage +1/level (max +40) for many creatures.</p>
</div><div topic='Heal, Mass' level='8'><p><b>9 Heal, Mass:</b> As <i>heal</i>, but with several subjects.</p>
</div>
</div>
</div>
    


name: Knowledge
spell_1: detect secret doors
spell_2: detect thoughts
spell_3: clairaudience/clairvoyance
spell_4: divination
spell_5: true seeing
spell_6: find the path
spell_7: legend lore
spell_8: discern location
spell_9: foresight
reference: SRD 3.5 SpellListI
granted_powers:
Add all Knowledge skills to your list of cleric class skills.You cast divination spells at +1 caster level.

full_text:
      <div topic='Knowledge Domain' level='4'><p><h4>Knowledge Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Add all Knowledge skills to your list of cleric class skills.</p><p>You cast divination spells at +1 caster level.</p>
</div><div topic='Knowledge Domain Spells' level='5'><p><h5><b>Knowledge Domain Spells</b></h5></p><div topic='Detect Secret Doors' level='8'><p><b>1 Detect Secret Doors:</b> Reveals hidden doors within 60 ft.</p>
</div><div topic='Detect Thoughts' level='8'><p><b>2 Detect Thoughts:</b> Allows 'listening' to surface thoughts.</p>
</div><div topic='Clairaudience/Clairvoyance' level='8'><p><b>3 Clairaudience/Clairvoyance:</b> Hear or see at a distance for 1 min./level.</p>
</div><div topic='Divination' level='8'><p><b>4 Divination:</b> Provides useful advice for specific proposed actions.</p>
</div><div topic='True Seeing' level='8'><p><b>5 True Seeing:</b> Lets you see all things as they really are.</p>
</div><div topic='Find the Path' level='8'><p><b>6 Find the Path:</b> Shows most direct way to a location.</p>
</div><div topic='Legend Lore' level='8'><p><b>7 Legend Lore:</b> Lets you learn tales about a person, place, or thing.</p>
</div><div topic='Discern Location' level='8'><p><b>8 Discern Location:</b> Reveals exact location of creature or object.</p>
</div><div topic='Foresight' level='8'><p><b>9 Foresight:</b> 'Sixth sense' warns of impending danger.</p>
</div>
</div>
</div>
    


name: Law
granted_powers: You cast law spells at +1 caster level.
spell_1: protection from chaos
spell_2: calm emotions
spell_3: magic circle against chaos
spell_4: order's wrath
spell_5: dispel chaos
spell_6: hold monster
spell_7: dictum
spell_8: shield of law
spell_9: summon monster IX
reference: SRD 3.5 SpellListI
full_text:
      <div topic='Law Domain' level='4'><p><h4>Law Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You cast law spells at +1 caster level.</p>
</div><div topic='Law Domain Spells' level='5'><p><h5><b>Law Domain Spells</b></h5></p><div topic='Protection from Chaos' level='8'><p><b>1 Protection from Chaos:</b> +2 to AC and saves, counter mind control, hedge out elementals and outsiders.</p>
</div><div topic='Calm Emotions' level='8'><p><b>2 Calm Emotions:</b> Calms creatures, negating emotion effects.</p>
</div><div topic='Magic Circle Against Chaos' level='8'><p><b>3 Magic Circle against Chaos:</b> As <i>protection</i> spells, but 10-ft. radius and 10 min./level.</p>
</div><div topic='Order's Wrath' level='8'><p><b>4 Order's Wrath:</b> Damages and dazes chaotic creatures.</p>
</div><div topic='Dispel Chaos' level='8'><p><b>5 Dispel Chaos:</b> +4 bonus against attacks by chaotic creatures.</p>
</div><div topic='Hold Monster' level='8'><p><b>6 Hold Monster:</b> As <i>hold person</i>, but any creature.</p>
</div><div topic='Dictum' level='8'><p><b>7 Dictum:</b> Kills, paralyzes, slows, or deafens nonlawful subjects.</p>
</div><div topic='Shield of Law' level='8'><p><b>8 Shield of Law:</b> +4 to AC, +4 resistance, and spell resistance 25 against chaotic spells.</p>
</div><div topic='Summon Monster IX' level='8'><p><b>9 Summon Monster IX*:</b> Calls extraplanar creature to fight for you.</p>
</div>
</div>
</div>
    


name: Luck
spell_1: entropic shield
spell_2: aid
spell_3: protection from energy
spell_4: freedom of movement
spell_5: break enchantment
spell_6: mislead
spell_7: spell turning
spell_8: moment of prescience
spell_9: miracle
reference: SRD 3.5 SpellListI
granted_powers:
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.

full_text:
      <div topic='Luck Domain' level='4'><p><h4>Luck Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.</p>
</div><div topic='Luck Domain Spells' level='5'><p><h5><b>Luck Domain Spells</b></h5></p><div topic='Entropic Shield' level='8'><p><b>1 Entropic Shield:</b> Ranged attacks against you have 20% miss chance.</p>
</div><div topic='Aid' level='8'><p><b>2 Aid:</b> +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).</p>
</div><div topic='Protection from Energy' level='8'><p><b>3 Protection from Energy:</b> Absorb 12 points/level of damage from one kind of energy.</p>
</div><div topic='Freedom of Movement' level='8'><p><b>4 Freedom of Movement:</b> Subject moves normally despite impediments.</p>
</div><div topic='Break Enchantment' level='8'><p><b>5 Break Enchantment:</b> Frees subjects from enchantments, alterations, curses, and petrification.</p>
</div><div topic='Mislead' level='8'><p><b>6 Mislead:</b> Turns you invisible and creates illusory double.</p>
</div><div topic='Spell Turning' level='8'><p><b>7 Spell Turning:</b> Reflect 1d4+6 spell levels back at caster.</p>
</div><div topic='Moment of Prescience' level='8'><p><b>8 Moment of Prescience:</b> You gain insight bonus on single attack roll, check, or save.</p>
</div><div topic='Miracle' level='8'><p><b>9 Miracle:</b> Requests a deity's intercession.</p>
</div>
</div>
</div>
    


name: Magic
spell_1: magic aura
spell_2: identify
spell_3: dispel magic
spell_4: imbue with spell ability
spell_5: spell resistance
spell_6: antimagic field
spell_7: spell turning
spell_8: protection from spells
spell_9: mage's disjunction
reference: SRD 3.5 SpellListI
granted_powers:
Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

full_text:
      <div topic='Magic Domain' level='4'><p><h4>Magic Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.</p>
</div><div topic='Magic Domain Spells' level='5'><p><h5><b>Magic Domain Spells</b></h5></p><div topic='Magic Aura' level='8'><p><b>1 Magic Aura:</b> Alters object's magic aura.</p>
</div><div topic='Identify' level='8'><p><b>2 Identify:</b> Determines properties of magic item.</p>
</div><div topic='Dispel Magic' level='8'><p><b>3 Dispel Magic:</b> Cancels magical spells and effects.</p>
</div><div topic='Imbue with Spell Ability' level='8'><p><b>4 Imbue with Spell Ability:</b> Transfer spells to subject.</p>
</div><div topic='Spell Resistance' level='8'><p><b>5 Spell Resistance:</b> Subject gains spell resistance 12 + level.</p>
</div><div topic='Antimagic Field' level='8'><p><b>6 Antimagic Field:</b> Negates magic within 10 ft.</p>
</div><div topic='Spell Turning' level='8'><p><b>7 Spell Turning:</b> Reflect 1d4+6 spell levels back at caster.</p>
</div><div topic='Protection from Spells' level='8'><p><b>8 Protection from Spells:</b> Confers +8 resistance bonus.</p>
</div><div topic='Mage's Disjunction' level='8'><p><b>9 Mage's Disjunction:</b> Dispels magic, disenchants magic items.</p>
</div>
</div>
</div>
    


name: Plant
spell_1: entangle
spell_2: barkskin
spell_3: plant growth
spell_4: command plants
spell_5: wall of thorns
spell_6: repel wood
spell_7: animate plants
spell_8: control plants
spell_9: shambler
reference: SRD 3.5 SpellListI
granted_powers:
Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.Add Knowledge (nature) to your list of cleric class skills.

full_text:
      <div topic='Plant Domain' level='4'><p><h4>Plant Domain</h4></p><div topic='Granted Powers' level='8'><p><b>Granted Powers:</b> Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.</p><p>Add Knowledge (nature) to your list of cleric class skills.</p>
</div><div topic='Plant Domain Spells' level='5'><p><h5><b>Plant Domain Spells</b></h5></p><div topic='Entangle' level='8'><p><b>1 Entangle:</b> Plants entangle everyone in 40-ft. -radius.</p>
</div><div topic='Barkskin' level='8'><p><b>2 Barkskin:</b> Grants +2 (or higher) enhancement to natural armor.</p>
</div><div topic='Plant Growth' level='8'><p><b>3 Plant Growth:</b> Grows vegetation, improves crops.</p>
</div><div topic='Command Plants' level='8'><p><b>4 Command Plants:</b> Sway the actions of one or more plant creatures.</p>
</div><div topic='Wall of Thorns' level='8'><p><b>5 Wall of Thorns:</b> Thorns damage anyone who tries to pass.</p>
</div><div topic='Repel Wood' level='8'><p><b>6 Repel Wood:</b> Pushes away wooden objects.</p>
</div><div topic='Animate Plants' level='8'><p><b>7 Animate Plants:</b> One or more trees animate and fight for you.</p>
</div><div topic='Control Plants' level='8'><p><b>8 Control Plants:</b> Control actions of one or more plant creatures.</p>
</div><div topic='Shambler' level='8'><p><b>9 Shambler:</b> Summons 1d4+2 shambling mounds to fight for you.</p>
</div>
</div>
</div>
    


name: Protection
spell_1: sanctuary
spell_2: shield other
spell_3: protection from energy
spell_4: spell immunity
spell_5: spell resistance
spell_6: antimagic field
spell_7: repulsion
spell_8: mind blank
spell_9: prismatic sphere
reference: SRD 3.5 SpellListI
granted_powers:
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

full_text:
      <div topic='Protection Domain' level='4'><p><h4>Protection Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You can generate a <i>protective ward</i> as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The <i>protective ward</i> is an abjuration effect with a duration of 1 hour that is usable once per day.</p>
</div><div topic='Protection Domain Spells' level='5'><p><h5><b>Protection Domain Spells</b></h5></p><div topic='Sanctuary' level='8'><p><b>1 Sanctuary:</b> Opponents can't attack you, and you can't attack.</p>
</div><div topic='Shield Other' level='8'><p><b>2 Shield Other:</b> You take half of subject's damage.</p>
</div><div topic='Protection from Energy' level='8'><p><b>3 Protection from Energy:</b> Absorb 12 points/level of damage from one kind of energy.</p>
</div><div topic='Spell Immunity' level='8'><p><b>4 Spell Immunity:</b> Subject is immune to one spell per four levels.</p>
</div><div topic='Spell Resistance' level='8'><p><b>5 Spell Resistance:</b> Subject gains spell resistance 12 + level.</p>
</div><div topic='Antimagic Field' level='8'><p><b>6 Antimagic Field:</b> Negates magic within 10 ft.</p>
</div><div topic='Repulsion' level='8'><p><b>7 Repulsion:</b> Creatures can't approach you.</p>
</div><div topic='Mind Blank' level='8'><p><b>8 Mind Blank:</b> Subject is immune to mental/emotional magic and scrying.</p>
</div><div topic='Prismatic Sphere' level='8'><p><b>9 Prismatic Sphere:</b> As <i>prismatic wall</i>, but surrounds on all sides.</p>
</div>
</div>
</div>
    


name: Strength
spell_1: enlarge person
spell_2: bull's strength
spell_3: magic vestment
spell_4: spell immunity
spell_5: righteous might
spell_6: stoneskin
spell_7: grasping hand
spell_8: clenched fist
spell_9: crushing hand
reference: SRD 3.5 SpellListI
granted_powers:
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

full_text:
      <div topic='Strength Domain' level='4'><p><h4>Strength Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.</p>
</div><div topic='Strength Domain Spells' level='5'><p><h5><b>Strength Domain Spells</b></h5></p><div topic='Enlarge Person' level='8'><p><b>1 Enlarge Person:</b> Humanoid creature doubles in size.</p>
</div><div topic='Bull's Strength' level='8'><p><b>2 Bull's Strength:</b> Subject gains +4 to Str for 1 min./level.</p>
</div><div topic='Magic Vestment' level='8'><p><b>3 Magic Vestment:</b> Armor or shield gains +1 enhancement per four levels.</p>
</div><div topic='Spell Immunity' level='8'><p><b>4 Spell Immunity:</b> Subject is immune to one spell per four levels.</p>
</div><div topic='Righteous Might' level='8'><p><b>5 Righteous Might:</b> Your size increases, and you gain combat bonuses.</p>
</div><div topic='Stoneskin' level='8'><p><b>6 Stoneskin:</b> Ignore 10 points of damage per attack.</p>
</div><div topic='Grasping Hand' level='8'><p><b>7 Grasping Hand:</b> Large hand provides cover, pushes, or grapples.</p>
</div><div topic='Clenched Fist' level='8'><p><b>8 Clenched Fist:</b> Large hand provides cover, pushes, or attacks your foes.</p>
</div><div topic='Crushing Hand' level='8'><p><b>9 Crushing Hand:</b> Large hand provides cover, pushes, or crushes your foes.</p>
</div>
</div>
</div>
    


name: Sun
spell_1: endure elements
spell_2: heat metal
spell_3: searing light
spell_4: fire shield
spell_5: flame strike
spell_6: fire seeds
spell_7: sunbeam
spell_8: sunburst
spell_9: prismatic sphere
reference: SRD 3.5 SpellListI
granted_powers:
Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

full_text:
      <div topic='Sun Domain' level='4'><p><h4>Sun Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.</p>
</div><div topic='Sun Domain Spells' level='5'><p><h5><b>Sun Domain Spells</b></h5></p><div topic='Endure Elements' level='8'><p><b>1 Endure Elements:</b> Exist comfortably in hot or cold environments.</p>
</div><div topic='Heat Metal' level='8'><p><b>2 Heat Metal:</b> Make metal so hot it damages those who touch it.</p>
</div><div topic='Searing Light' level='8'><p><b>3 Searing Light:</b> Ray deals 1d8/two levels, more against undead.</p>
</div><div topic='Fire Shield' level='8'><p><b>4 Fire Shield:</b> Creatures attacking you take fire damage; you're protected from heat or cold.</p>
</div><div topic='Flame Strike' level='8'><p><b>5 Flame Strike:</b> Smite foes with divine fire (1d6/level damage).</p>
</div><div topic='Fire Seeds' level='8'><p><b>6 Fire Seeds:</b> Acorns and berries become grenades and bombs.</p>
</div><div topic='Sunbeam' level='8'><p><b>7 Sunbeam:</b> Beam blinds and deals 4d6 damage.</p>
</div><div topic='Sunburst' level='8'><p><b>8 Sunburst:</b> Blinds all within 10 ft., deals 6d6 damage.</p>
</div><div topic='Prismatic Sphere' level='8'><p><b>9 Prismatic Sphere:</b> As <i>prismatic wall</i>, but surrounds on all sides.</p>
</div>
</div>
</div>
    


name: Travel
spell_1: longstrider
spell_2: locate object
spell_3: fly
spell_4: dimension door
spell_5: teleport
spell_6: find the path
spell_7: greater teleport
spell_8: phase door
spell_9: astral projection
reference: SRD 3.5 SpellListI
granted_powers:
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability.Add Survival to your list of cleric class skills.

full_text:
      <div topic='Travel Domain' level='4'><p><h4>Travel Domain</h4></p><div topic='Granted Powers' level='8'><p><b>Granted Powers:</b> For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell <i>freedom of movement</i>. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).</p><p>This granted power is a supernatural ability.</p><p>Add Survival to your list of cleric class skills.</p>
</div><div topic='Travel Domain Spells' level='5'><p><h5><b>Travel Domain Spells</b></h5></p><div topic='Longstrider' level='8'><p><b>1 Longstrider:</b> Increases your speed.</p>
</div><div topic='Locate Object' level='8'><p><b>2 Locate Object:</b> Senses direction toward object (specific or type).</p>
</div><div topic='Fly' level='8'><p><b>3 Fly:</b> Subject flies at speed of 60 ft.</p>
</div><div topic='Dimension Door' level='8'><p><b>4 Dimension Door:</b> Teleports you short distance.</p>
</div><div topic='Teleport' level='8'><p><b>5 Teleport:</b> Instantly transports you as far as 100 miles/level.</p>
</div><div topic='Find the Path' level='8'><p><b>6 Find the Path:</b> Shows most direct way to a location.</p>
</div><div topic='Teleport, Greater' level='8'><p><b>7 Teleport, Greater:</b> As <i>teleport</i>,  but no range limit and no off-target arrival.</p>
</div><div topic='Phase Door' level='8'><p><b>8 Phase Door:</b> Creates an invisible passage through wood or stone.</p>
</div><div topic='Astral Projection' level='8'><p><b>9 Astral Projection:</b> Projects you and companions onto Astral Plane.</p>
</div>
</div>
</div>
    


name: Trickery
granted_powers: Add Bluff, Disguise, and Hide to your list of cleric class skills.
spell_1: disguise self
spell_2: invisibility
spell_3: nondetection
spell_4: confusion
spell_5: false vision
spell_6: mislead
spell_7: screen
spell_8: polymorph any object
spell_9: time stop
reference: SRD 3.5 SpellListI
full_text:
      <div topic='Trickery Domain' level='4'><p><h4>Trickery Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Add Bluff, Disguise, and Hide to your list of cleric class skills.</p>
</div><div topic='Trickery Domain Spells' level='5'><p><h5><b>Trickery Domain Spells</b></h5></p><div topic='Disguise Self' level='8'><p><b>1 Disguise Self:</b> Disguise own appearance.</p>
</div><div topic='Invisibility' level='8'><p><b>2 Invisibility:</b> Subject invisible 1 min./level or until it attacks.</p>
</div><div topic='Nondetection' level='8'><p><b>3 Nondetection:</b> Hides subject from divination, scrying.</p>
</div><div topic='Confusion' level='8'><p><b>4 Confusion:</b> Subjects behave oddly for 1 round/level.</p>
</div><div topic='False Vision' level='8'><p><b>5 False Vision:</b> Fools scrying with an illusion.</p>
</div><div topic='Mislead' level='8'><p><b>6 Mislead:</b> Turns you invisible and creates illusory double.</p>
</div><div topic='Screen' level='8'><p><b>7 Screen:</b> Illusion hides area from vision, scrying.</p>
</div><div topic='Polymorph Any Object' level='8'><p><b>8 Polymorph Any Object:</b> Changes any subject into anything else.</p>
</div><div topic='Time Stop' level='8'><p><b>9 Time Stop:</b> You act freely for 1d4+1 rounds.</p>
</div>
</div>
</div>
    


name: War
spell_1: magic weapon
spell_2: spiritual weapon
spell_3: magic vestment
spell_4: divine power
spell_5: flame strike
spell_6: blade barrier
spell_7: power word blind
spell_8: power word stun
spell_9: power word kill
reference: SRD 3.5 SpellListI
granted_powers:
Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.

full_text:
      <div topic='War Domain' level='4'><p><h4>War Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.</p>
</div><div topic='War Domain Spells' level='5'><p><h5><b>War Domain Spells</b></h5></p><div topic='Magic Weapon' level='8'><p><b>1 Magic Weapon:</b> Weapon gains +1 bonus.</p>
</div><div topic='Spiritual Weapon' level='8'><p><b>2 Spiritual Weapon:</b> Magical weapon attacks on its own.</p>
</div><div topic='Magic Vestment' level='8'><p><b>3 Magic Vestment:</b> Armor or shield gains +1 enhancement per four levels.</p>
</div><div topic='Divine Power' level='8'><p><b>4 Divine Power:</b> You gain attack bonus, +6 to Str, and 1 hp/level.</p>
</div><div topic='Flame Strike' level='8'><p><b>5 Flame Strike:</b> Smite foes with divine fire (1d6/level damage).</p>
</div><div topic='Blade Barrier' level='8'><p><b>6 Blade Barrier:</b> Wall of blades deals 1d6/level damage.</p>
</div><div topic='Power Word Blind' level='8'><p><b>7 Power Word Blind:</b> Blinds creature with 200 hp or less.</p>
</div><div topic='Power Word Stun' level='8'><p><b>8 Power Word Stun:</b> Stuns creature with 150 hp or less.</p>
</div><div topic='Power Word Kill' level='8'><p><b>9 Power Word Kill:</b> Kills creature with 100 hp or less.</p>
</div>
</div>
</div>
    


name: Water
spell_1: obscuring mist
spell_2: fog cloud
spell_3: water breathing
spell_4: control water
spell_5: ice storm
spell_6: cone of cold
spell_7: acid fog
spell_8: horrid wilting
spell_9: elemental swarm
reference: SRD 3.5 SpellListI
granted_powers:
Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

full_text:
      <div topic='Water Domain' level='4'><p><h4>Water Domain</h4></p><div topic='Granted Power' level='8'><p><b>Granted Power:</b> Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.</p>
</div><div topic='Water Domain Spells' level='5'><p><h5><b>Water Domain Spells</b></h5></p><div topic='Obscuring Mist' level='8'><p><b>1 Obscuring Mist:</b> Fog surrounds you.</p>
</div><div topic='Fog Cloud' level='8'><p><b>2 Fog Cloud:</b> Fog obscures vision.</p>
</div><div topic='Water Breathing' level='8'><p><b>3 Water Breathing:</b> Subjects can breathe underwater.</p>
</div><div topic='Control Water' level='8'><p><b>4 Control Water:</b> Raises or lowers bodies of water.</p>
</div><div topic='Ice Storm' level='8'><p><b>5 Ice Storm:</b> Hail deals 5d6 damage in cylinder 40 ft. across.</p>
</div><div topic='Cone of Cold' level='8'><p><b>6 Cone of Cold:</b> 1d6/level cold damage.</p>
</div><div topic='Acid Fog' level='8'><p><b>7 Acid Fog:</b> Fog deals acid damage.</p>
</div><div topic='Horrid Wilting' level='8'><p><b>8 Horrid Wilting:</b> Deals 1d6/level damage within 30 ft.</p>
</div><div topic='Elemental Swarm' level='8'><p><b>9 Elemental Swarm*:</b> Summons multiple elementals.</p>
</div>
</div>
</div>
    


# spell

name: Armor of Darkness
altname: armor of darkness
school: Abjuration
subschool: None
descriptor: Darkness
spellcraft_dc: None
level: Darkness 4
components: V, S, DF
casting_time: 1 action
range: Touch
target: Creature touched
area: None
effect: None
duration: 10 minutes/level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of <i>armor of darkness</i> also gain +4 turn resistance.</p>
      <p/>
    

full_text:
      <div topic='Armor of Darkness' level='5'><p><h5>Armor Of Darkness</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration [Darkness]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Darkness 4<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, D F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>10 minutes/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of <i>armor of darkness</i> also gain +4 turn resistance.</p><p/>
</div>
    


name: Blacklight
altname: blacklight
school: Evocation
subschool: None
descriptor: Darkness
spellcraft_dc: None
level: Darkness 3, Sorcerer/Wizard 3
components: V, S, M
casting_time: 1 action
range: Close (25 ft. + 5 ft./2 levels)
target: None
area: A 20-ft. -radius emanation centered on a creature, object, or point in space
effect: None
duration: 1 round/level (D)
saving_throw: Will negates or none (object)
spell_resistance: Yes or no (object)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell's area, even the caster, cannot see through it.</p>
      <p>The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.</p>
      <p><i>Blacklight</i> counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell <i>daylight</i> counters or dispels <i>blacklight</i>.</p>
      <p/>
    

full_text:
      <div topic='Blacklight' level='5'><p><h5>Blacklight</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Darkness]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Darkness 3, Sorcerer/Wizard 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./2 levels)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>A 20-ft. -radius emanation centered on a creature, object, or point in space<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates or none (object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes or no (object)<br/></td></tr></table><p>The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell's area, even the caster, cannot see through it.</p><p>The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.</p><p><i>Blacklight</i> counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell <i>daylight</i> counters or dispels <i>blacklight</i>.</p><p/>
</div>
    


name: Bolt of Glory
altname: bolt of glory
school: Evocation
subschool: None
descriptor: Good
spellcraft_dc: None
level: Glory 6
components: V, S, DF
casting_time: 1 action
range: Close (25 ft. + 5 ft./level)
target: None
area: None
effect: Ray
duration: Instantaneous
saving_throw: None
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Creature's Origin/Nature</b><br/></td> <td><b>Damage</b><br/></td>
<td><b>Maximum Value</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>Material Plane, Elemental Plane, neutral outsider<br/></td>
<td>1d6/2 levels<br/></td>
<td>7d6<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>Negative Energy Plane, evil outsider, undead creature<br/></td>
<td>1d6/level<br/></td>
<td>15d6<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>Positive Energy Plane, good outsider<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Bolt of Glory' level='5'><p><h5>Bolt Of Glory</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Good]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Glory 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, D F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Close (25 ft. + 5 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='4' curcol='4'>
<td><b>Creature's Origin/Nature</b><br/></td> <td><b>Damage</b><br/></td>
<td><b>Maximum Value</b><br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>Material Plane, Elemental Plane, neutral outsider<br/></td>
<td>1d6/2 levels<br/></td>
<td>7d6<br/></td>

</tr>
<tr maxcol='4' curcol='4'>
<td>Negative Energy Plane, evil outsider, undead creature<br/></td>
<td>1d6/level<br/></td>
<td>15d6<br/></td>

</tr>

<tr maxcol='4' curcol='4'>
<td>Positive Energy Plane, good outsider<br/></td>
<td>-<br/></td>
<td>-<br/></td>

</tr>
</table><p/>
</div>
    


name: Bolts of Bedevilment
altname: bolts of bedevilment
school: Enchantment
subschool: None
descriptor: Mind-Affecting
spellcraft_dc: None
level: Madness 5
components: V, S
casting_time: One action
range: Medium (100 ft. + 10 ft./level)
target: None
area: None
effect: Ray
duration: 1 round/level
saving_throw: Will negates
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.</p>
      <p/>
    

full_text:
      <div topic='Bolts of Bedevilment' level='5'><p><h5>Bolts Of Bedevilment</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Madness 5<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>One action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ray<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.</p><p/>
</div>
    


name: Crown of Glory
altname: crown of glory
school: Evocation
subschool: None
descriptor: None
spellcraft_dc: None
level: Glory 8
components: V, S, M, DF
casting_time: 1 full round
range: Personal
target: None
area: 120-ft. -radius emanation centered on you
effect: None
duration: 1 minute/level
saving_throw: Will negates
spell_resistance: Yes
short_description: None
to_develop: None
material_components: worth at least 200 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.</p>
      <p>The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is <i>enthralled</i> for the duration of the spell (as the <i>enthrall</i> spell), as long as it is in the spell's area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.</p>
      <p>When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the <i>mass suggestion</i> spell (Will save negates); creatures with 8 HD or more aren't affected by this power. Only creatures within range at the time a <i>suggestion</i> is given are subject to it.</p>
      <p/>
    

full_text:
      <div topic='Crown of Glory' level='5'><p><h5>Crown Of Glory</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Glory 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, D F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 full round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>120-ft. -radius emanation centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 minute/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.</p><p>The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is <i>enthralled</i> for the duration of the spell (as the <i>enthrall</i> spell), as long as it is in the spell's area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.</p><p>When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the <i>mass suggestion</i> spell (Will save negates); creatures with 8 HD or more aren't affected by this power. Only creatures within range at the time a <i>suggestion</i> is given are subject to it.</p><p><i>Material Component:</i> worth at least 200 gp.</p><p/>
</div>
    


name: Genesis
altname: genesis
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Creation 9
components: V, S, M, XP
casting_time: 1 week (8 hours/day)
range: 180 ft.
target: None
area: None
effect: A demiplane on the Ethereal Plane centered on your location
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 5,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>This spell creates an immobile, finite plane with limited access-a demi-plane.</p>
      <p>Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.</p>
      <p>The character determines the environment in the demiplane when he or she first casts <i>genesis</i>, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.</p>
      <p>Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.</p>
      <p>If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.</p>
      <p/>
    

full_text:
      <div topic='Genesis' level='5'><p><h5>Genesis</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Creation 9<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 week (8 hours/day)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>180 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>A demiplane on the Ethereal Plane centered on your location<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This spell creates an immobile, finite plane with limited access-a demi-plane.</p><p>Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.</p><p>The character determines the environment in the demiplane when he or she first casts <i>genesis</i>, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.</p><p>Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.</p><p>If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.</p><p><i>XP Cost:</i> 5,000 XP.</p><p/>
</div>
    


name: Hardening
altname: hardening
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 6, Artifice 7
components: V, S
casting_time: 1 action
range: Touch
target: One item of a volume no greater than 10 cu. ft./level (see text)
area: None
effect: None
duration: Permanent
saving_throw: None
spell_resistance: Yes (object)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>This spell increases the hardness of materials.  For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement.</p>
      <p>The <i>hardening</i> spell does not in any way affect resistance to other forms of transformation.</p>
      <p>This spell affects up to 10 cubic feet per level of the spellcaster.</p>
      <p>If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.</p>
      <p/>
    

full_text:
      <div topic='Hardening' level='5'><p><h5>Hardening</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6, Artifice 7<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One item of a volume no greater than 10 cu. ft./level (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (object)<br/></td></tr></table><p>This spell increases the hardness of materials.  For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material's resistance to damage. Nothing else is modified by the improvement.</p><p>The <i>hardening</i> spell does not in any way affect resistance to other forms of transformation.</p><p>This spell affects up to 10 cubic feet per level of the spellcaster.</p><p>If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.</p><p/>
</div>
    


name: Maddening Scream
altname: maddening scream
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: None
level: Sorcerer/Wizard 8, Madness 8
components: V
casting_time: One action
range: Touch
target: Living creature touched
area: None
effect: None
duration: 1d4+1 rounds
saving_throw: None
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.</p>
      <p>The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.</p>
      <p/>
    

full_text:
      <div topic='Maddening Scream' level='5'><p><h5>Maddening Scream</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 8, Madness 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>One action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Living creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1d4+1 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.</p><p>The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.</p><p/>
</div>
    


name: Rage
altname: rage
school: Enchantment
subschool: None
descriptor: None
spellcraft_dc: None
level: Madness 3
components: V, S
casting_time: One action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 round/level
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>The caster can put a creature into a blood frenzy. In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves. (Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period occurs after the rage is over.)</p>
      <p/>
    

full_text:
      <div topic='Rage' level='5'><p><h5>Rage</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Madness 3<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>One action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>The caster can put a creature into a blood frenzy. In this rage, the creature gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves. (Unlike a barbarian rage, no penalty to AC is suffered, and no fatigue period occurs after the rage is over.)</p><p/>
</div>
    


name: Surelife
altname: surelife
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: None
level: Repose 8
components: V, S, M
casting_time: 1 round
range: Personal
target: You
area: None
effect: None
duration: 1 minute/2 levels
saving_throw: None
spell_resistance: None
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster's person. At the end of the spell's duration, the condition has full normal effects if the character is still subjected to it.</p>
      <p/>
    

full_text:
      <div topic='Surelife' level='5'><p><h5>Surelife</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Repose 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 minute/2 levels<br/></td></tr></table><p>This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster's person. At the end of the spell's duration, the condition has full normal effects if the character is still subjected to it.</p><p/>
</div>
    


name: Touch of Madness
altname: touch of madness
school: Enchantment
subschool: None
descriptor: Mind-Affecting
spellcraft_dc: None
level: Madness 2
components: V, S
casting_time: One action
range: Touch
target: Creature touched
area: None
effect: None
duration: 1 round/level
saving_throw: Will negates
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.</p>
      <p/>
    

full_text:
      <div topic='Touch of Madness' level='5'><p><h5>Touch Of Madness</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Madness 2<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>One action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round/level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can't move, cast spells, use mental abilities, and so on.</p><p/>
</div>
    


name: True Creation
altname: true creation
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: None
level: Creation 8
components: V, S, M, XP
casting_time: 10 minutes
range: 0 ft.
target: None
area: None
effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: The item's gold piece value in XP, or a minimum of 1 XP, whichever is more.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p>The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.</p>
      <p>Unlike the items brought into being by the lower-level spells <i>minor creation</i> and <i>major creation</i>, objects created by the casting of <i>true creation</i> can be used as material components.</p>
      <p/>
    

full_text:
      <div topic='True Creation' level='5'><p><h5>True Creation</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Creation 8<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.</p><p>Unlike the items brought into being by the lower-level spells <i>minor creation</i> and <i>major creation</i>, objects created by the casting of <i>true creation</i> can be used as material components.</p><p><i>XP Cost:</i> The item's gold piece value in XP, or a minimum of 1 XP, whichever is more.</p><p/>
</div>
    


name: Undeath to Death
altname: undeath to death
school: Necromancy
subschool: None
descriptor: None
spellcraft_dc: None
level: Sorcerer/Wizard 6, Cleric 6, Repose 6
components: V, S, M, DF
casting_time: 1 action
range: Medium (100 ft. + 10 ft./level)
target: None
area: Several undead creatures within a 50-ft. -radius burst
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: Yes
short_description: Destroys 1d4/level HD of undead (max 20d4).
to_develop: None
material_components: worth at least 500 gp.
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 DivineDomainsandSpells
description:
      <p><i>Undeath to death</i> snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.</p>
      <p/>
    

full_text:
      <div topic='Undeath to Death' level='5'><p><h5>Undeath To Death</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Level:</b><br/></td><td>Sorcerer/Wizard 6, Cleric 6, Repose 6<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, M, D F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Medium (100 ft. + 10 ft./level)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>Several undead creatures within a 50-ft. -radius burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p><i>Undeath to death</i> snuffs out the animating forces of undead creatures, killing them instantly. The spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.</p><p><i>Material Component:</i> worth at least 500 gp.</p><p/>
</div>
    


name: Gathering of Maggots
altname: gathering of maggots
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: 49
level: None
components: V, S, DF
casting_time: 7 days
range: None
target: Dead creature touched
area: None
effect: None
duration: Permanent
saving_throw: Fortitude negates (harmless)
spell_resistance: Yes (harmless)
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicMonsters(G-W)
to_develop:
441,000 gp; 9 days; 17,640 XP. Seeds: life (DC 27), transform (DC 21). Factors: change creature type to aberration (+5 DC); add worm that walks' spell-like, extraordinary, and supernatural abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC); increase casting time by 7 days (-14 DC).

description:
      <p>When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.</p>
      <p/>
    

full_text:
      <div topic='Gathering of Maggots' level='5'><p><h5>Gathering of Maggots</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>49<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, D F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>7 days<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Dead creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>441,000 gp; 9 days; 17,640 XP. Seeds: life (DC 27), transform (DC 21). Factors: change creature type to aberration (+5 DC); add worm that walks' spell-like, extraordinary, and supernatural abilities (+40 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC); increase casting time by 7 days (-14 DC).<br/></td></tr></table><p>When this spell is cast, worms or maggots slither and crawl their way inexorably toward the corpse touched. Over the course of the next week, they consume the flesh of the corpse, and when the last bit of the corpse is devoured, the creature is returned to a semblance of life as a worm that walks.</p><p/>
</div>
    


name: Animus Blast
altname: animus blast
school: Evocation
subschool: None
descriptor: Cold
spellcraft_dc: 50
level: None
components: V, S
casting_time: 1 standard action
range: 300 ft.
target: None
area: 20-ft. -radius hemisphere burst
effect: None
duration: Instantaneous
saving_throw: Reflex half
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (-12 DC), 1-action casting time (+20 DC).

description:
      <p>When this spell is cast, enemies within range are dealt 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with <i>animus blast</i>.</p>
      <p/>
    

full_text:
      <div topic='Animus Blast' level='5'><p><h5>Animus Blast</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>50<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>20-ft. -radius hemisphere burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>450,000 gp; 9 days; 18,000 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: set undead type to skeleton (-12 DC), 1-action casting time (+20 DC).<br/></td></tr></table><p>When this spell is cast, enemies within range are dealt 10d6 points of cold damage. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with <i>animus blast</i>.</p><p/>
</div>
    


name: Animus Blizzard
altname: animus blizzard
school: Evocation
subschool: None
descriptor: Cold
spellcraft_dc: 78
level: None
components: V, S
casting_time: 1 minute
range: 300 ft.
target: None
area: 20-ft. -radius hemisphere burst
effect: None
duration: Instantaneous
saving_throw: Reflex half
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 30d6 (+40 DC), set undead type to wight (-4 DC).

description:
      <p>When this spell is cast, enemies within range are dealt 30d6 points of cold damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with <i>animus blizzard</i>.</p>
      <p/>
    

full_text:
      <div topic='Animus Blizzard' level='5'><p><h5>Animus Blizzard</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>78<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>20-ft. -radius hemisphere burst<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>702,000 gp; 15 days; 28,080 XP. Seeds: energy (DC 19), animate dead (DC 23). Factors: increase damage to 30d6 (+40 DC), set undead type to wight (-4 DC).<br/></td></tr></table><p>When this spell is cast, enemies within range are dealt 30d6 points of cold damage. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with <i>animus blizzard</i>.</p><p/>
</div>
    


name: Contingent Resurrection
altname: contingent resurrection
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: 52
level: None
components: V, S, DF
casting_time: 1 minute
range: Touch
target: You or creature touched
area: None
effect: None
duration: Contingent until expended, then instantaneous
saving_throw: None (see text)
spell_resistance: Yes (harmless)
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
468,000 gp; 10 days; 18,720 XP. Seed: life (DC 27). Factor: activates when subject is slain (+25 DC).

description:
      <p><i>Contingent resurrection</i> returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for <i>Contingent resurrection</i> to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). <i>Contingent resurrection</i> does not work on a creature that has died of old age.</p>
      <p/>
    

full_text:
      <div topic='Contingent Resurrection' level='5'><p><h5>Contingent Resurrection</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>52<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, D F<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You or creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Contingent until expended, then instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>468,000 gp; 10 days; 18,720 XP. Seed: life (DC 27). Factor: activates when subject is slain (+25 DC).<br/></td></tr></table><p><i>Contingent resurrection</i> returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up an epic spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for <i>Contingent resurrection</i> to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). <i>Contingent resurrection</i> does not work on a creature that has died of old age.</p><p/>
</div>
    


name: Create Living Vault (Ritual)
altname: create living vault (ritual)
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: 58
level: None
components: V, S, XP
casting_time: 100 days, 11 minutes
range: 0 ft.
target: None
area: None
effect: One living vault, 50 ft. by 50 ft. by 10 ft.
duration: Instantaneous
saving_throw: None
spell_resistance: None
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 20,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
540,000 gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of stone, fortify (DC 27). Factors: allow vault to 'grow' to proper size after created in 4d4 days (ad hoc +20 DC), increase HD of object by 92 (+184 DC), grant magical immunity (ad hoc +105 DC), increase damage reduction to 15 (+28 DC) and to /epic (+15 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), 9d6 backlash (-9 DC), seven additional casters contributing one epic spell slot (_133 DC), burn 20,000 XP per epic caster (_1,600 DC).

description:
      <p>The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a <i>dimension door</i> spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a <i>sending</i> spell or arrange some other manner to contact it.</p>
      <p/>
    

full_text:
      <div topic='Create Living Vault' level='5'><p><h5>Create Living Vault (Ritual)</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>58<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>100 days, 11 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One living vault, 50 ft. by 50 ft. by 10 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>540,000 gp; 11 days; 21,600 XP. Seeds: animate (DC 25) large chunk of stone, fortify (DC 27). Factors: allow vault to 'grow' to proper size after created in 4d4 days (ad hoc +20 DC), increase HD of object by 92 (+184 DC), grant magical immunity (ad hoc +105 DC), increase damage reduction to 15 (+28 DC) and to /epic (+15 DC), make permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), 9d6 backlash (-9 DC), seven additional casters contributing one epic spell slot (_133 DC), burn 20,000 XP per epic caster (_1,600 DC).<br/></td></tr></table><p>The character creates a construct known as a living vault to protect and hide his or her treasures. Upon completion, the vault initially measures only 5 feet on a side, but it gradually increases to its proper size over the following 4d4 days. The vault is attuned to the character, allowing him or her alone entrance and egress in a manner similar to a <i>dimension door</i> spell. When the character desires the vault to hide itself, he or she gives it a simple command. To summon the vault, the character may cast a <i>sending</i> spell or arrange some other manner to contact it.</p><p><i>XP Cost:</i> 20,000 XP.</p><p/>
</div>
    


name: Crown of Vermin
altname: crown of vermin
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: 56
level: None
components: V, S
casting_time: 1 minute
range: Personal
target: None
area: None
effect: Aura of one thousand insects that surrounds you in a 10-ft. -radius spread
duration: 20 rounds (D)
saving_throw: None (see text)
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
504,000 gp; 11 days; 20,160 XP. Seeds: summon (DC 14), fortify (DC 17). Factors: summon vermin mass instead of one creature (ad hoc +8 DC), grant damage reduction 1/epic (+15 DC), allow mass to move at your speed (ad hoc +2 DC), perfect control of vermin (ad hoc +2 DC). Mitigating factor: change range to personal (-2 DC).

description:
      <p>After casting <i>crown of vermin</i>,  one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes erupt from the very air around the character. This swarm forms a living aura around the character to a radius of 10 feet. The character is immune to his or her own <i>crown of vermin</i>. The swarm goes where the character goes at his or her speed, even if the character takes to the air or water (though water drowns the vermin after 1 full round of immersion, unless the spell is cast underwater, in which case aquatic or marine vermin answer the call and cannot leave the water). Each vermin in the <i>crown of vermin</i> bites a creature who enters the area occupied by the effect (or the character forces the effect into an area occupied by another creature) for 1 point of damage, and then dies. Each victim takes enough points of damage to kill it, destroying that number of vermin in the process. Victims get a Reflex saving throw each round to avoid the full press, and if successful, take only 10d10 bites (and 10d10 points of damage). A total of 1,000 points of damage can be dealt to those who fall prey to the <i>crown of vermin</i>. The vermin have damage reduction 1/epic, so the vermin's natural weapons are treated as epic for the purpose of overcoming damage reduction. If there aren't enough vermin to kill all the creatures in the spell's effect, the creature with the fewest hit points is affected first, then the creature with the second fewest hit points, and so on. After all creatures that can be killed have been killed, any remaining damage is distributed among the survivors equally.</p>
      <p>The character has utter control over the vermin in his or her aura, and can force them into areas that would normally deter common vermin. The character can completely suppress his or her vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell's duration. Alternatively, the character can roughly shape and move the vermin in any fashion he or she desires within the limits of the 10-foot-radius spread as a move-equivalent action. The vermin cannot be wrested from the character's control through any means. The vermin make all saving throws to avoid damaging effects using the character's base saving throw bonuses. They gain the character's spell resistance, if any, and they get saving throws against spells that would otherwise automatically slay vermin. A character can see through his or her <i>crown of vermin</i> without difficulty, but gains one-half concealment against enemy attacks launched both outside and within the character's <i>crown of vermin</i>.</p>
      <p/>
    

full_text:
      <div topic='Crown of Vermin' level='5'><p><h5>Crown of Vermin</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>56<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Aura of one thousand insects that surrounds you in a 10-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 rounds (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>504,000 gp; 11 days; 20,160 XP. Seeds: summon (DC 14), fortify (DC 17). Factors: summon vermin mass instead of one creature (ad hoc +8 DC), grant damage reduction 1/epic (+15 DC), allow mass to move at your speed (ad hoc +2 DC), perfect control of vermin (ad hoc +2 DC). Mitigating factor: change range to personal (-2 DC).<br/></td></tr></table><p>After casting <i>crown of vermin</i>,  one thousand venomous, biting and stinging spiders, scorpions, beetles, and centipedes erupt from the very air around the character. This swarm forms a living aura around the character to a radius of 10 feet. The character is immune to his or her own <i>crown of vermin</i>. The swarm goes where the character goes at his or her speed, even if the character takes to the air or water (though water drowns the vermin after 1 full round of immersion, unless the spell is cast underwater, in which case aquatic or marine vermin answer the call and cannot leave the water). Each vermin in the <i>crown of vermin</i> bites a creature who enters the area occupied by the effect (or the character forces the effect into an area occupied by another creature) for 1 point of damage, and then dies. Each victim takes enough points of damage to kill it, destroying that number of vermin in the process. Victims get a Reflex saving throw each round to avoid the full press, and if successful, take only 10d10 bites (and 10d10 points of damage). A total of 1,000 points of damage can be dealt to those who fall prey to the <i>crown of vermin</i>. The vermin have damage reduction 1/epic, so the vermin's natural weapons are treated as epic for the purpose of overcoming damage reduction. If there aren't enough vermin to kill all the creatures in the spell's effect, the creature with the fewest hit points is affected first, then the creature with the second fewest hit points, and so on. After all creatures that can be killed have been killed, any remaining damage is distributed among the survivors equally.</p><p>The character has utter control over the vermin in his or her aura, and can force them into areas that would normally deter common vermin. The character can completely suppress his or her vermin aura as a free action so that no vermin are visible at all. The time that vermin are suppressed does not count toward the spell's duration. Alternatively, the character can roughly shape and move the vermin in any fashion he or she desires within the limits of the 10-foot-radius spread as a move-equivalent action. The vermin cannot be wrested from the character's control through any means. The vermin make all saving throws to avoid damaging effects using the character's base saving throw bonuses. They gain the character's spell resistance, if any, and they get saving throws against spells that would otherwise automatically slay vermin. A character can see through his or her <i>crown of vermin</i> without difficulty, but gains one-half concealment against enemy attacks launched both outside and within the character's <i>crown of vermin</i>.</p><p/>
</div>
    


name: Damnation
altname: damnation
school: Enchantment [Mind-Affecting]
subschool: Compulsion
descriptor: Teleportation
spellcraft_dc: 97
level: None
components: V, S, XP
casting_time: 1 standard action
range: None
target: Creature touched
area: None
effect: None
duration: Instantaneous (20 hours for compulsion)
saving_throw: Will negates (see text)
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 2,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
873,000 gp; 18 days; 34,920 XP. Seeds: foresee (to preview likely hellscape) (DC 17), Transport (DC 27), compel (to keep target in hell) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), 1-action casting time (+20 DC), +15 to DC of subject's save (+30 DC). Mitigating factor: burn 2,400 XP (-24 DC).

description:
      <p>The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character's option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.</p>
      <p/>
    

full_text:
      <div topic='Damnation' level='5'><p><h5>Damnation</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Teleportation] [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>97<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous (20 hours for compulsion)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>873,000 gp; 18 days; 34,920 XP. Seeds: foresee (to preview likely hellscape) (DC 17), Transport (DC 27), compel (to keep target in hell) (DC 19). Factors: interplanar travel (+4 DC), unwilling target (+4 DC), 1-action casting time (+20 DC), +15 to DC of subject's save (+30 DC). Mitigating factor: burn 2,400 XP (-24 DC).<br/></td></tr></table><p>The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw (DC = the standard epic spell DC + 15). If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character's option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in the Nine Hells, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.</p><p><i>XP Cost:</i> 2,000 XP.</p><p/>
</div>
    


name: Demise Unseen
altname: demise unseen
school: Necromancy, Illusion (Figment)
subschool: Death, Evil
descriptor: None
spellcraft_dc: 80
level: None
components: V, S
casting_time: 1 standard action
range: 300 ft.
target: One creature of up to 80 HD
area: None
effect: None
duration: Instantaneous
saving_throw: Fort negates
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
738,000 gp; 15 days; 29,520 XP. Seeds: Slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (-10 DC), apply to all five senses (+8 DC), 1-action casting time (+20 DC).

description:
      <p>The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target's companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character's control. The target's companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with <i>demise unseen</i>.</p>
      <p/>
    

full_text:
      <div topic='Demise Unseen' level='5'><p><h5>Demise Unseen</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy (Death, Evil), Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>80<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature of up to 80 HD<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fort negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>738,000 gp; 15 days; 29,520 XP. Seeds: Slay (DC 25), animate dead (DC 23), delude (DC 14). Factors: change undead type to ghoul (-10 DC), apply to all five senses (+8 DC), 1-action casting time (+20 DC).<br/></td></tr></table><p>The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target's companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character's control. The target's companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with <i>demise unseen</i>.</p><p/>
</div>
    


name: Dire Winter
altname: dire winter
school: Evocation
subschool: None
descriptor: Cold
spellcraft_dc: 319
level: None
components: V, S, XP
casting_time: 1 minute
range: 1,000 ft.
target: None
area: 1,000-ft. -radius emanation
effect: None
duration: 20 hours
saving_throw: None
spell_resistance: None
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 10,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating factor: burn 10,000 XP (-100 DC).

description:
      <p>The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.</p>
      <p/>
    

full_text:
      <div topic='Dire Winter' level='5'><p><h5>Dire Winter</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Cold]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>319<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>1,000 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>1,000-ft. -radius emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>2,871,000 gp; 58 days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius) (DC 19). Factor: 100 times increase in base area (+400 DC). Mitigating factor: burn 10,000 XP (-100 DC).<br/></td></tr></table><p>The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.</p><p><i>XP Cost:</i> 10,000 XP.</p><p/>
</div>
    


name: Dragon Knight (Ritual)
altname: dragon knight (ritual)
school: Conjuration
subschool: Summoning
descriptor: Fire
spellcraft_dc: 38
level: None
components: V, S, Ritual
casting_time: 1 standard action
range: 75 ft.
target: None
area: None
effect: One summoned adult red dragon
duration: 20 rounds (D)
saving_throw: None (see text)
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
342,000 gp; 7 days; 13,680 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), 1-action casting time (+20 DC). Mitigating factor: two additional casters contributing 8th-level spell slots (-30 DC).

description:
      <p>This spell summons an adult red dragon. It appears where the character designates and acts immediately. It attacks the character's opponents to the best of its abilities (on the first round, it prefers to breathe fire on an enemy, if possible). The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions. This is a ritual spell requiring two other spellcasters, each of which must contribute an unused 8th-level spell slot to the casting.</p>
      <p/>
    

full_text:
      <div topic='Dragon Knight' level='5'><p><h5>Dragon Knight (Ritual)</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>38<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, Ritual<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One summoned adult red dragon<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 rounds (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>342,000 gp; 7 days; 13,680 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), 1-action casting time (+20 DC). Mitigating factor: two additional casters contributing 8th-level spell slots (-30 DC).<br/></td></tr></table><p>This spell summons an adult red dragon. It appears where the character designates and acts immediately. It attacks the character's opponents to the best of its abilities (on the first round, it prefers to breathe fire on an enemy, if possible). The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions. This is a ritual spell requiring two other spellcasters, each of which must contribute an unused 8th-level spell slot to the casting.</p><p/>
</div>
    


name: Dragon Strike (Ritual)
altname: dragon strike (ritual)
school: Conjuration
subschool: Summoning
descriptor: Fire
spellcraft_dc: 50
level: None
components: V, S, Ritual, XP
casting_time: 1 standard action
range: 75 ft.
target: None
area: None
effect: Ten summoned adult red dragons
duration: 20 rounds (D)
saving_throw: None (see text)
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 2,000 XP (per caster).
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), summon ten creatures (x10 DC), 1-action casting time (+20 DC). Mitigating factors: eleven additional casters contributing 9th-level spell slots (-187 DC), burn 2,000 XP per caster (-240 DC), 3d6 backlash (_3 DC).

description:
      <p>This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character's opponents to the best of their abilities (on the first round, they all prefer to simultaneously breathe fire on an enemy, if possible). The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.</p>
      <p/>
    

full_text:
      <div topic='Dragon Strike' level='5'><p><h5>Dragon Strike (Ritual)</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning) [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>50<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, Ritual, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Ten summoned adult red dragons<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 rounds (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 14 creature (+24 DC), summon ten creatures (x10 DC), 1-action casting time (+20 DC). Mitigating factors: eleven additional casters contributing 9th-level spell slots (-187 DC), burn 2,000 XP per caster (-240 DC), 3d6 backlash (_3 DC).<br/></td></tr></table><p>This spell summons ten adult red dragons. They appear where the character designates and act immediately. They attack the character's opponents to the best of their abilities (on the first round, they all prefer to simultaneously breathe fire on an enemy, if possible). The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.</p><p><i>XP Cost:</i> 2,000 XP (per caster).</p><p/>
</div>
    


name: Dreamscape
altname: dreamscape
school: Conjuration
subschool: None
descriptor: Teleportation
spellcraft_dc: 29
level: None
components: V, S
casting_time: 1 minute
range: Touch
target: You and other touched willing creatures weighing up to 1,000 lb.
area: None
effect: None
duration: Instantaneous (D)
saving_throw: Yes (harmless) (see text)
spell_resistance: Yes (harmless)
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
261,000 gp; 6 days; 10,400 XP. Seed: Transport (DC 27). Factor: transport to region of dreams (+2 DC).

description:
      <p>The character and any creatures he or she touches are drawn into the region of dreams. The character can take more than one creature along (subject to the character's weight limit), but all must be touching each other. The character physically enters the land of dreams, leaving nothing behind. For every minute the character moves through the dream landscape, he or she can 'wake' to find him or her self five miles displaced in the waking world. The character does not know precisely where he or she will come out in the waking world, nor the conditions of the waking world through which the character travels. The character knows approximately where he or she will end up based on time spent traveling in dream. <i>Dreamscape</i> can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where the character is subject to the dangers of alien dream realities. This is a potentially perilous proposition. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey. Any creatures touched by the character when <i>Dreamscape</i> is cast also make the transition to the borders of unconscious thought. They may opt to follow the character, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the region of dreams receive a Will save, negating the effect if successful.</p>
      <p/>
    

full_text:
      <div topic='Dreamscape' level='5'><p><h5>Dreamscape</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration [Teleportation]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>29<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You and other touched willing creatures weighing up to 1,000 lb.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Yes (harmless) (see text) <br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>261,000 gp; 6 days; 10,400 XP. Seed: Transport (DC 27). Factor: transport to region of dreams (+2 DC).<br/></td></tr></table><p>The character and any creatures he or she touches are drawn into the region of dreams. The character can take more than one creature along (subject to the character's weight limit), but all must be touching each other. The character physically enters the land of dreams, leaving nothing behind. For every minute the character moves through the dream landscape, he or she can 'wake' to find him or her self five miles displaced in the waking world. The character does not know precisely where he or she will come out in the waking world, nor the conditions of the waking world through which the character travels. The character knows approximately where he or she will end up based on time spent traveling in dream. <i>Dreamscape</i> can also be used to travel to other planes that contain creatures that dream, but doing this requires crossing into the dreams of outsiders, where the character is subject to the dangers of alien dream realities. This is a potentially perilous proposition. Transferring to another plane of existence requires 1d4 hours of uninterrupted journey. Any creatures touched by the character when <i>Dreamscape</i> is cast also make the transition to the borders of unconscious thought. They may opt to follow the character, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by the character). Creatures unwilling to accompany the character into the region of dreams receive a Will save, negating the effect if successful.</p><p/>
</div>
    


name: Eclipse
altname: eclipse
school: Conjuration
subschool: Creation
descriptor: Transportation
spellcraft_dc: 42
level: None
components: V, S, XP
casting_time: 10 minutes
range: 200 miles
target: None
area: 5-mile radius, centered on you
effect: None
duration: Up to 8 hours (D)
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 4,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
378,000 gp; 8 days; 15,1200 XP. Seeds: Conjure (DC 21), Transport (to move disk into position 100 miles up) (DC 27). Factors: increase mass by 1,000% (+40 DC), spread mass into paper-thin disk (ad hoc +2 DC), keep disk in place for 8 hours (ad hoc +10 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), burn 4,000 XP (-40 DC).

description:
      <p>With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character's location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.</p>
      <p/>
    

full_text:
      <div topic='Eclipse' level='5'><p><h5>Eclipse</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Transportation]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>42<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>200 miles<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>5-mile radius, centered on you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Up to 8 hours (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>378,000 gp; 8 days; 15,1200 XP. Seeds: Conjure (DC 21), Transport (to move disk into position 100 miles up) (DC 27). Factors: increase mass by 1,000% (+40 DC), spread mass into paper-thin disk (ad hoc +2 DC), keep disk in place for 8 hours (ad hoc +10 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), burn 4,000 XP (-40 DC).<br/></td></tr></table><p>With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character's location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.</p><p><i>XP Cost:</i> 4,000 XP.</p><p/>
</div>
    


name: Eidolon
altname: eidolon
school: Conjuration
subschool: Creation
descriptor: Transportation
spellcraft_dc: 79
level: None
components: V, S, XP
casting_time: 1 minute
range: 5 ft.
target: None
area: None
effect: One duplicate of caster
duration: 8 hours
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 2,500 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
711,000 gp; 15 days; 28,440 XP. Seed: Conjure (to make base substance) (DC 21), transform (DC 21), Transport (to move part of caster's soul into duplicate) (DC 27). Factors: nonliving substance to humanoid (+10 DC), transform into specific individual (+25 DC). Mitigating factor: burn 2,500 XP (-25 DC).

description:
      <p>Upon casting <i>eidolon</i>,  the character creates a duplicate version of him or her self as the character was when he or she was a 21st-level character, and the character gains one negative level while the duplicate persists. For each additional negative level the character bestow upon him or her self at the time of casting, the eidolon has one additional character level. No matter how many negative levels the character bestows on him or her self, the eidolon can never have more character levels than the character has (taking the negative levels into account). Treat the duplicate as the character with a number of negative levels conferred that would lower him or her to the character level of the eidolon. The eidolon is considered fresh and rested when created. It may cast any spell the character has access to, including an epic spell. Use the eidolon's Spellcraft modifier as the basis for the number of epic spells it can cast in a day, and its effective character level as a basis for its skills, feats, and other abilities. The eidolon is effectively lower level than the character and probably can't cast all the spells he or she knows. A powerful enough eidolon might conceivably cast the <i>eidolon</i> spell itself. The eidolon appears in whatever mundane clothing the character desires when initially conjured, but it has no other possessions. It shares part of the character's soul, so it is the character for all intents and purposes. The character and his or her <i>eidolon</i> communicate with each other normally. Usually, the eidolon does not begrudge its brief existence, because it is still part of the character. If the eidolon is killed prior to the expiration of the spell's duration, the character immediately regains the lost levels. Normally, the eidolon does not last long enough to threaten the character with permanent level drain.</p>
      <p/>
    

full_text:
      <div topic='Eidolon' level='5'><p><h5>Eidolon</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Transportation]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>79<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>5 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One duplicate of caster<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>8 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>711,000 gp; 15 days; 28,440 XP. Seed: Conjure (to make base substance) (DC 21), transform (DC 21), Transport (to move part of caster's soul into duplicate) (DC 27). Factors: nonliving substance to humanoid (+10 DC), transform into specific individual (+25 DC). Mitigating factor: burn 2,500 XP (-25 DC).<br/></td></tr></table><p>Upon casting <i>eidolon</i>,  the character creates a duplicate version of him or her self as the character was when he or she was a 21st-level character, and the character gains one negative level while the duplicate persists. For each additional negative level the character bestow upon him or her self at the time of casting, the eidolon has one additional character level. No matter how many negative levels the character bestows on him or her self, the eidolon can never have more character levels than the character has (taking the negative levels into account). Treat the duplicate as the character with a number of negative levels conferred that would lower him or her to the character level of the eidolon. The eidolon is considered fresh and rested when created. It may cast any spell the character has access to, including an epic spell. Use the eidolon's Spellcraft modifier as the basis for the number of epic spells it can cast in a day, and its effective character level as a basis for its skills, feats, and other abilities. The eidolon is effectively lower level than the character and probably can't cast all the spells he or she knows. A powerful enough eidolon might conceivably cast the <i>eidolon</i> spell itself. The eidolon appears in whatever mundane clothing the character desires when initially conjured, but it has no other possessions. It shares part of the character's soul, so it is the character for all intents and purposes. The character and his or her <i>eidolon</i> communicate with each other normally. Usually, the eidolon does not begrudge its brief existence, because it is still part of the character. If the eidolon is killed prior to the expiration of the spell's duration, the character immediately regains the lost levels. Normally, the eidolon does not last long enough to threaten the character with permanent level drain.</p><p><i>XP Cost:</i> 2,500 XP.</p><p/>
</div>
    


name: Enslave (Ritual)
altname: enslave (ritual)
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: 80
level: None
components: V, S, XP
casting_time: 1 standard action
range: 75 ft.
target: One living creature
area: None
effect: None
duration: Permanent
saving_throw: Will negates
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 2,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
720,000 gp; 15 days; 28,800 XP. Seed: compel (DC 19). Factors: stricter compulsion of any creature (ad hoc +11 DC), 1-action casting time (+20 DC), permanent (x5 DC). Mitigating factors: 2d6 backlash (-2 DC), four additional casters contributing one 9th-level spell slot (-68 DC), burn 2,000 XP per caster (-100 DC).

description:
      <p>The character makes a permanent thrall of any living creature. The character establishes a telepathic link with the subject's mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the character's thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. <i>Protection from evil</i> or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of <i>enslave</i> or dispel it.</p>
      <p/>
    

full_text:
      <div topic='Enslave' level='5'><p><h5>Enslave (Ritual)</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>80<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>720,000 gp; 15 days; 28,800 XP. Seed: compel (DC 19). Factors: stricter compulsion of any creature (ad hoc +11 DC), 1-action casting time (+20 DC), permanent (x5 DC). Mitigating factors: 2d6 backlash (-2 DC), four additional casters contributing one 9th-level spell slot (-68 DC), burn 2,000 XP per caster (-100 DC).<br/></td></tr></table><p>The character makes a permanent thrall of any living creature. The character establishes a telepathic link with the subject's mind. If the creature has a language, the character can generally force the subject to perform as he or she desires, within the limits of its abilities. If the creature has no language, the character can communicate only basic commands. The character knows what the subject is experiencing, but does not receive direct sensory input from it. A subject forced to take an action against its nature receives a saving throw with a penalty of -10 to resist taking that particular action, but if it succeeds, it still remains the character's thrall despite its minor mutiny. Once a subject makes a successful saving throw to resist a specific order, it makes all future saving throws to resist taking that specific action without a penalty. <i>Protection from evil</i> or a similar spell can prevent the character from exercising control or using the telepathic link while the subject is so protected, but it does not prevent the establishment of <i>enslave</i> or dispel it.</p><p><i>XP Cost:</i> 2,000 XP.</p><p/>
</div>
    


name: Epic Counterspell
altname: epic counterspell
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 69
level: None
components: V, S
casting_time: 1 standard action
range: 300 ft.
target: One creature or object
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
621,000 gp; 13 days; 24,840 XP. Seed: Dispel (DC 19). Factors: +30 to dispel check (+30 DC), 1-action casting time (+20 DC).

description:
      <p>To use <i>epic counterspell</i>, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe's caster level. If the check is successful, the character's spell negates the foe's spell.</p>
      <p/>
    

full_text:
      <div topic='Epic Counterspell' level='5'><p><h5>Epic Counterspell</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>69<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature or object<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>621,000 gp; 13 days; 24,840 XP. Seed: Dispel (DC 19). Factors: +30 to dispel check (+30 DC), 1-action casting time (+20 DC).<br/></td></tr></table><p>To use <i>epic counterspell</i>, select an opponent as the target. The character does this by readying an action, electing to wait to complete his or her action until the opponent tries to cast a spell (the character may still move his or her speed, because readying a counterspell is a standard action). If the target tries to cast a spell, make a dispel check: Roll d20+40 against a DC of 11 + the foe's caster level. If the check is successful, the character's spell negates the foe's spell.</p><p/>
</div>
    


name: Epic Mage Armor
altname: epic mage armor
school: Conjuration
subschool: Creation
descriptor: Force
spellcraft_dc: 46
level: None
components: V, S
casting_time: 1 minute
range: Touch
target: Creature touched
area: None
effect: None
duration: 24 hours (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: None
to_develop: 414,000 gp; 9 days; 16,560 XP. Seed: Armor (DC 14). Factor: +16 additional armor bonus (+32 DC).
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>An invisible but tangible field of force surrounds the subject of <i>epic mage armor</i>,  providing a +20 armor bonus to Armor Class. Unlike mundane armor, <i>epic mage armor</i> entails no armor check penalty, arcane spell failure chance, or speed reduction. Because <i>epic mage armor</i> is made of force, incorporeal creatures can't bypass it the way they do normal armor.</p>
      <p/>
    

full_text:
      <div topic='Epic Mage Armor' level='5'><p><h5>Epic Mage Armor</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>46<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>414,000 gp; 9 days; 16,560 XP. Seed: Armor (DC 14). Factor: +16 additional armor bonus (+32 DC).<br/></td></tr></table><p>An invisible but tangible field of force surrounds the subject of <i>epic mage armor</i>,  providing a +20 armor bonus to Armor Class. Unlike mundane armor, <i>epic mage armor</i> entails no armor check penalty, arcane spell failure chance, or speed reduction. Because <i>epic mage armor</i> is made of force, incorporeal creatures can't bypass it the way they do normal armor.</p><p/>
</div>
    


name: Epic Repulsion
altname: epic repulsion
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 52
level: None
components: V, S
casting_time: 10 minutes
range: Touch
target: Object or creature touched
area: None
effect: None
duration: Permanent
saving_throw: None
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
468,000 gp; 10 days; 18,720 XP. Seed: Ward (DC 14). Factor: permanent 5 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).

description:
      <p>The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.</p>
      <p/>
    

full_text:
      <div topic='Epic Repulsion' level='5'><p><h5>Epic Repulsion</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>52<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object or creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>468,000 gp; 10 days; 18,720 XP. Seed: Ward (DC 14). Factor: permanent 5 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).<br/></td></tr></table><p>The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.</p><p/>
</div>
    


name: Epic Spell Reflection
altname: epic spell reflection
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 68
level: None
components: V, S, XP
casting_time: 41 days, 11 minutes
range: Touch
target: Object or creature touched
area: None
effect: None
duration: Permanent
saving_throw: None
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 9,500 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to 9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 41 days (-82 DC), 20d6 backlash (-20 DC), six additional casters contributing one 8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665 DC).

description:
      <p>The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an area are not affected by this spell.</p>
      <p/>
    

full_text:
      <div topic='Epic Spell Reflection' level='5'><p><h5>Epic Spell Reflection</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>68<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>41 days, 11 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object or creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>630,000 gp; 13 days; 25,200 XP. Seed: reflect (DC 27). Factors: reflect up to 9th-level spells (+160 DC), change range to touch (+2 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 41 days (-82 DC), 20d6 backlash (-20 DC), six additional casters contributing one 8th-level spell slot (-90 DC), burn 9,500 XP per caster (-665 DC).<br/></td></tr></table><p>The character can create a permanent ward against all spells of 1st through 9th level that target the subject. These spells are reflected back on the caster. Spells that affect an area are not affected by this spell.</p><p><i>XP Cost:</i> 9,500 XP.</p><p/>
</div>
    


name: Eternal Freedom
altname: eternal freedom
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 150
level: None
components: V, S, Ritual, XP
casting_time: 1 minute
range: Touch
target: Touched creature or object of 2,000 lb. or less
area: None
effect: None
duration: Permanent
saving_throw: Will negates
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 10,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
1,350,000 gp; 27 days; 54,000 XP. Seed: Ward (DC 14). Factors: specific protections entangle (+0 DC), hold monster (+8 DC), hold person (+4 DC), imprisonment (+16 DC), paralysis (ad hoc +6 DC), petrification (ad hoc +6 DC), sleep (+0 DC), slow (+4 DC), stunning (ad hoc +6 DC), temporal stasis (+16 DC), and web (+4 DC); permanent 5 DC). Mitigating factors: ten additional casters contributing 9th-level spell slots (-170 DC), burn 10,000 XP (-100 DC).

description:
      <p>The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: <i>entangle</i>, <i>hold</i>, <i>imprisonment</i>, paralysis, petrification, <i>sleep</i>, <i>slow</i>, stunning, <i>temporal stasis</i>, and <i>web</i>. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 9th-level spell slot to the casting.</p>
      <p/>
    

full_text:
      <div topic='Eternal Freedom' level='5'><p><h5>Eternal Freedom</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>150<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, Ritual, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Touched creature or object of 2,000 lb. or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>1,350,000 gp; 27 days; 54,000 XP. Seed: Ward (DC 14). Factors: specific protections entangle (+0 DC), hold monster (+8 DC), hold person (+4 DC), imprisonment (+16 DC), paralysis (ad hoc +6 DC), petrification (ad hoc +6 DC), sleep (+0 DC), slow (+4 DC), stunning (ad hoc +6 DC), temporal stasis (+16 DC), and web (+4 DC); permanent 5 DC). Mitigating factors: ten additional casters contributing 9th-level spell slots (-170 DC), burn 10,000 XP (-100 DC).<br/></td></tr></table><p>The subject becomes permanently immune to the following specific spells, effects, and spell-like abilities: <i>entangle</i>, <i>hold</i>, <i>imprisonment</i>, paralysis, petrification, <i>sleep</i>, <i>slow</i>, stunning, <i>temporal stasis</i>, and <i>web</i>. This is a ritual spell requiring ten other spellcasters, each of whom must contribute an unused 9th-level spell slot to the casting.</p><p><i>XP Cost:</i> 10,000 XP.</p><p/>
</div>
    


name: Greater Spell Resistance
altname: greater spell resistance
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 45
level: None
components: V, S, Ritual
casting_time: 1 minute
range: Touch
target: Creature touched
area: None
effect: None
duration: 20 hours
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
405,000 gp; 9 days; 16,200 XP. Seed: fortify (DC 27). Factor: +10 additional SR (+40 DC). Mitigating factor: two additional casters contributing 6th-level spell slots (-22 DC).

description:
      <p>The character grants the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance. This is a ritual spell, requiring two other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.</p>
      <p/>
    

full_text:
      <div topic='Greater Spell Resistance' level='5'><p><h5>Greater Spell Resistance</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>45<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, Ritual<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>405,000 gp; 9 days; 16,200 XP. Seed: fortify (DC 27). Factor: +10 additional SR (+40 DC). Mitigating factor: two additional casters contributing 6th-level spell slots (-22 DC).<br/></td></tr></table><p>The character grants the subject touched spell resistance 35 until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance. This is a ritual spell, requiring two other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.</p><p/>
</div>
    


name: Greater Ruin
altname: greater ruin
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 59
level: None
components: V, S, XP
casting_time: 1 standard action
range: 12,000 ft.
target: One creature, or up to a 10-foot cube of nonliving matter
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude half
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
531,000 gp; 11 days; 21,240 XP. Seed: Destroy (DC 29). Factors: increase damage to 35d6 (+30 DC), 1-action casting time (+20 DC). Mitigating factor: burn 2,000 XP (-20 DC).

description:
      <p>The character deals 35d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. <i>XP Cost:</i> 2,000 XP.</p>
      <p/>
    

full_text:
      <div topic='Greater Ruin' level='5'><p><h5>Greater Ruin</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>59<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>12,000 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature, or up to a 10-foot cube of nonliving matter<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>531,000 gp; 11 days; 21,240 XP. Seed: Destroy (DC 29). Factors: increase damage to 35d6 (+30 DC), 1-action casting time (+20 DC). Mitigating factor: burn 2,000 XP (-20 DC).<br/></td></tr></table><p>The character deals 35d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains. <i>XP Cost:</i> 2,000 XP.</p><p/>
</div>
    


name: Hellball
altname: hellball
school: Evocation
subschool: None
descriptor: Acid, Fire, Electricity, Sonic
spellcraft_dc: 90
level: None
components: V, S, XP
casting_time: 1 standard action
range: 300 ft.
target: None
area: 40-ft. -radius spread
effect: None
duration: Instantaneous
saving_throw: Reflex half
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 200 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
810,000 gp; 17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid, fire, electricity, sonic) (DC 76). Factors: double base area (+6 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 200 XP (-2 DC).

description:
      <p>A <i>hellball</i> deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 200 XP). The character points his or her finger and determine the range (distance and height) at which the <i>hellball</i> is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.</p>
      <p/>
    

full_text:
      <div topic='Hellball' level='5'><p><h5>Hellball</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Acid, Fire, Electricity, Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>90<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>40-ft. -radius spread<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>810,000 gp; 17 days; 32,400 XP. Seed: energy (deals 10d6 each of acid, fire, electricity, sonic) (DC 76). Factors: double base area (+6 DC), 1-action casting time (+20 DC). Mitigating factors: 10d6 backlash (-10 DC), burn 200 XP (-2 DC).<br/></td></tr></table><p>A <i>hellball</i> deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. The character takes 10d6 points of damage upon casting (in addition to burning 200 XP). The character points his or her finger and determine the range (distance and height) at which the <i>hellball</i> is to detonate. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.</p><p><i>XP Cost: 2</i>00 XP.</p><p/>
</div>
    


name: Kinetic Control
altname: kinetic control
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 100
level: None
components: V, S
casting_time: 1 minute
range: Personal; touch
target: You; creature or object touched
area: None
effect: None
duration: 12 hours or until discharged
saving_throw: None
spell_resistance: None
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
927,000 gp; 19 days; 37,080 XP. Seeds: Ward (5 points against bludgeoning and piercing) (DC 14), reflect (DC 27). Factors: also against slashing (+4 DC), additional 15 points of protection (+30 DC), contingent reflection of damage on creature touched (+25 DC).

description:
      <p>Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 150 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 150-point limit, the spell automatically discharges, dealing the 150 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn't have to keep track of the type of damage). At any time during the spell's duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character's choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell's duration, so long as the character doesn't absorb more than 150 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.</p>
      <p/>
    

full_text:
      <div topic='Kinetic Control' level='5'><p><h5>Kinetic Control</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>100<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal; touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You; creature or object touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>12 hours or until discharged<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>927,000 gp; 19 days; 37,080 XP. Seeds: Ward (5 points against bludgeoning and piercing) (DC 14), reflect (DC 27). Factors: also against slashing (+4 DC), additional 15 points of protection (+30 DC), contingent reflection of damage on creature touched (+25 DC).<br/></td></tr></table><p>Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 150 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 150-point limit, the spell automatically discharges, dealing the 150 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn't have to keep track of the type of damage). At any time during the spell's duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character's choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell's duration, so long as the character doesn't absorb more than 150 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.</p><p/>
</div>
    


name: Let Go of Me
altname: let go of me
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 43
level: None
components: None
casting_time: 1 free action
range: Touch (see text)
target: One creature or force grappling you
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude half
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
387,000 gp; 8 days; 15,480 XP. Seed: Destroy (DC 29). Factors: quickened (+28 DC), no verbal or somatic components (+4 DC). Mitigating factors: limited circumstance (ad hoc -8 DC), 10d6 backlash (-10 DC).

description:
      <p>The character deals 20d6 points of damage to any creature grappling him or her. The damage dealt is of no particular type or energy-it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.</p>
      <p/>
    

full_text:
      <div topic='Let Go of Me' level='5'><p><h5>Let Go of Me</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>43<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 free action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature or force grappling you<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>387,000 gp; 8 days; 15,480 XP. Seed: Destroy (DC 29). Factors: quickened (+28 DC), no verbal or somatic components (+4 DC). Mitigating factors: limited circumstance (ad hoc -8 DC), 10d6 backlash (-10 DC).<br/></td></tr></table><p>The character deals 20d6 points of damage to any creature grappling him or her. The damage dealt is of no particular type or energy-it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.</p><p/>
</div>
    


name: Living Lightning
altname: living lightning
school: Evocation
subschool: None
descriptor: Electricity
spellcraft_dc: 140
level: None
components: None
casting_time: 1 standard action
range: 300 ft. or 150 ft.
target: None
area: A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 ft. long
effect: None
duration: Instantaneous
saving_throw: Reflex half
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
1,260,000 gp; 26 days; 50,400 XP. Seeds: life (DC 27), energy (DC 19). Factors: 1-action casting time (+20 DC), no verbal or somatic components (+4 DC), giving life to a spell (ad hoc x2 DC).

description:
      <p>The character develops a spell that he or she can cast; thereafter, the spell can effectively 'cast itself.' When the character casts the spell, a stroke of energy deals 10d6 points of electricity damage to each creature within the spell's area. <i>Living lightning</i> follows all the standard rules for epic spell casting when the character casts it. <i>Living lightning</i> is sentient and generally friendly toward the character. It has the character's mental ability scores, but it has no physical ability scores. It senses the world through the character's senses and communicates with him or her by thought. As a self-triggering spell, it isn't truly alive but is a fragment of the character's personality. It cares little for the world around it, but at the character's urging (and sometimes at its own discretion) it casts itself at his or her foes. Casters who prepare spells before casting must prepare <i>Living lightning</i> normally in order for it to cast itself. When the spell casts itself, it acts on the character's initiative but does not count against his or her own actions in the round. The character cannot simultaneously cast <i>Living lightning</i> while it is casting its own effect, even if it has been prepared more than once. <i>Living lightning</i> uses up one of the character's epic spell slots for the day whenever it casts itself. When the character has used up all his or her epic spell slots for the day (or has cast all his or her prepared <i>Living lightning</i> spells, if a caster who must prepare spells), <i>Living lightning</i> becomes quiescent. It remains so until the character has rested to regain his or her epic spell slots for the next day.</p>
      <p/>
    

full_text:
      <div topic='Living Lightning' level='5'><p><h5>Living Lightning</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Electricity]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>140<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft. or 150 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>A bolt 5 ft. wide by 300 ft. long, or 10 ft. wide by 150 ft. long<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>1,260,000 gp; 26 days; 50,400 XP. Seeds: life (DC 27), energy (DC 19). Factors: 1-action casting time (+20 DC), no verbal or somatic components (+4 DC), giving life to a spell (ad hoc x2 DC).<br/></td></tr></table><p>The character develops a spell that he or she can cast; thereafter, the spell can effectively 'cast itself.' When the character casts the spell, a stroke of energy deals 10d6 points of electricity damage to each creature within the spell's area. <i>Living lightning</i> follows all the standard rules for epic spell casting when the character casts it. <i>Living lightning</i> is sentient and generally friendly toward the character. It has the character's mental ability scores, but it has no physical ability scores. It senses the world through the character's senses and communicates with him or her by thought. As a self-triggering spell, it isn't truly alive but is a fragment of the character's personality. It cares little for the world around it, but at the character's urging (and sometimes at its own discretion) it casts itself at his or her foes. Casters who prepare spells before casting must prepare <i>Living lightning</i> normally in order for it to cast itself. When the spell casts itself, it acts on the character's initiative but does not count against his or her own actions in the round. The character cannot simultaneously cast <i>Living lightning</i> while it is casting its own effect, even if it has been prepared more than once. <i>Living lightning</i> uses up one of the character's epic spell slots for the day whenever it casts itself. When the character has used up all his or her epic spell slots for the day (or has cast all his or her prepared <i>Living lightning</i> spells, if a caster who must prepare spells), <i>Living lightning</i> becomes quiescent. It remains so until the character has rested to regain his or her epic spell slots for the next day.</p><p/>
</div>
    


name: Lord of Nightmares
altname: lord of nightmares
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: 50
level: None
components: V, S, XP
casting_time: 1 standard action
range: 75 ft.
target: None
area: None
effect: One summoned creature
duration: 20 rounds
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 1,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon CR 31 creature (+58 DC), allow creature to possess body and act at its own discretion (ad hoc -20 DC), 1-action casting time (+20 DC). Mitigating factors: 12d6 backlash (-12 DC), burn 1,000 XP (-10 DC).

description:
      <p>The character is possessed by a dream larva. For 20 rounds, the dream larva's body physically replaces the character's, though the dream larva has the character's equipment. The dream larva is free to call on all its own powers and abilities, or use the character's equipment. The character's consciousness and physical form are suppressed for the duration of the possession. The character has no way to dismiss the spell, communicate, or otherwise maintain awareness once possession has commenced. The dream larva, temporarily freed from its imprisonment in some distant nightmare, will attempt to slay and incapacitate any creature it can see or find, whether it is a friend or foe of the caster. Casting <i>lord of nightmares</i> entails some risk for the caster, since it's unknown what a dream larva might do over the course of 20 rounds. The larva will dispatch all enemies it can find before turning to its own concerns. Sometimes a dream larva will attempt to place itself in a dangerous or precarious situation prior to the end of the spell, leaving the caster to extricate him or herself. If the dream larva is slain during the duration of the spell, the character's consciousness is instantly restored to aware-ness within his or her own body. The character's condition remains what it was when he or she completed casting <i>lord of nightmares</i>, regardless of what damage the dream larva received. However, magic item charges used, potions consumed, and other physical resources used up by the dream larva are permanent.</p>
      <p/>
    

full_text:
      <div topic='Lord of Nightmares' level='5'><p><h5>Lord of Nightmares</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>50<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One summoned creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>450,000 gp; 9 days; 18,000 XP. Seed: summon (DC 14). Factors: summon CR 31 creature (+58 DC), allow creature to possess body and act at its own discretion (ad hoc -20 DC), 1-action casting time (+20 DC). Mitigating factors: 12d6 backlash (-12 DC), burn 1,000 XP (-10 DC).<br/></td></tr></table><p>The character is possessed by a dream larva. For 20 rounds, the dream larva's body physically replaces the character's, though the dream larva has the character's equipment. The dream larva is free to call on all its own powers and abilities, or use the character's equipment. The character's consciousness and physical form are suppressed for the duration of the possession. The character has no way to dismiss the spell, communicate, or otherwise maintain awareness once possession has commenced. The dream larva, temporarily freed from its imprisonment in some distant nightmare, will attempt to slay and incapacitate any creature it can see or find, whether it is a friend or foe of the caster. Casting <i>lord of nightmares</i> entails some risk for the caster, since it's unknown what a dream larva might do over the course of 20 rounds. The larva will dispatch all enemies it can find before turning to its own concerns. Sometimes a dream larva will attempt to place itself in a dangerous or precarious situation prior to the end of the spell, leaving the caster to extricate him or herself. If the dream larva is slain during the duration of the spell, the character's consciousness is instantly restored to aware-ness within his or her own body. The character's condition remains what it was when he or she completed casting <i>lord of nightmares</i>, regardless of what damage the dream larva received. However, magic item charges used, potions consumed, and other physical resources used up by the dream larva are permanent.</p><p><i>XP Cost:</i> 1,000 XP.</p><p/>
</div>
    


name: Mass Frog
altname: mass frog
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 55
level: None
components: V, S
casting_time: 1 standard action
range: 300 ft.
target: None
area: 40-ft. -radius hemisphere
effect: None
duration: Permanent
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
495,000 gp; 10 days; 19,800 XP. Seed: transform (DC 21). Factors: change target to area of 20-ft. hemisphere (+10 DC), increase area by 100% (+4 DC), 1 action casting time (+20 DC).

description:
      <p>This epic spell turns all Medium or smaller creatures in the area into frogs. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Consitution score), alignment, base attack bonus, base save bonuses, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. They assume the physical characteristics of frogs, including natural size and Strength, Dexterity, and Constitution scores. (Use the statistics for the toad.) All the creatures' equipment drops to the ground upon transformation.</p>
      <p/>
    

full_text:
      <div topic='Mass Frog' level='5'><p><h5>Mass Frog</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>55<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>40-ft. -radius hemisphere<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>495,000 gp; 10 days; 19,800 XP. Seed: transform (DC 21). Factors: change target to area of 20-ft. hemisphere (+10 DC), increase area by 100% (+4 DC), 1 action casting time (+20 DC).<br/></td></tr></table><p>This epic spell turns all Medium or smaller creatures in the area into frogs. The transformed creatures retain their mental faculties, including personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in Consitution score), alignment, base attack bonus, base save bonuses, extraordinary abilities, spells, and spell-like abilities, but not supernatural abilities. They assume the physical characteristics of frogs, including natural size and Strength, Dexterity, and Constitution scores. (Use the statistics for the toad.) All the creatures' equipment drops to the ground upon transformation.</p><p/>
</div>
    


name: Momento Mori
altname: momento mori
school: Necromancy
subschool: None
descriptor: Death
spellcraft_dc: 86
level: None
components: None
casting_time: 1 quickened action
range: 300 ft.
target: One living creature
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude partial (see text)
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
774,000 gp; 16 days; 30,960 XP. Seed: Slay (DC 25). Factor: increase to 160 HD (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC), +10 to DC of subject's save (+20 DC).

description:
      <p>As a free action that counts as a quickened spell, the character wills the target dead without a word or gesture. The character's thought snuffs out the life force of a living creature of 160 or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.</p>
      <p/>
    

full_text:
      <div topic='Momento Mori' level='5'><p><h5>Momento Mori</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Death]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>86<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 quickened action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>774,000 gp; 16 days; 30,960 XP. Seed: Slay (DC 25). Factor: increase to 160 HD (+8 DC), quickened (+28 DC), no verbal or somatic components (+4 DC), +10 to DC of subject's save (+20 DC).<br/></td></tr></table><p>As a free action that counts as a quickened spell, the character wills the target dead without a word or gesture. The character's thought snuffs out the life force of a living creature of 160 or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relevant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.</p><p/>
</div>
    


name: Mummy Dust
altname: mummy dust
school: Necromancy
subschool: None
descriptor: Evil
spellcraft_dc: 35
level: None
components: V, S ,M, XP
casting_time: 1 standard action
range: Touch
target: None
area: None
effect: Two 18-HD mummies
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: None
material_components: Specially prepared mummy dust (10,000 gp).
arcane_material_components: None
focus: None
xp_cost: 2,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (-4 DC), expensive material component (ad hoc -4 DC).

description:
      <p>When the character sprinkles the dust of ground mummies in conjunction with casting <i>mummy dust</i>, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character's every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.</p>
      <p>Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. <i>Skills and Feats:</i> Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam).</p>
      <p>Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day. Mummy Rot (Su): Supernatural disease-slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.  Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with <i>break enchantment</i> or <i>remove curse</i> (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.</p>
      <p>An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.</p>
      <p/>
    

full_text:
      <div topic='Mummy Dust' level='5'><p><h5>Mummy Dust</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>35<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S ,M, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Two 18-HD mummies<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>315,000 gp; 7 days; 12,600 XP. Seed: animate dead (DC 23). Factors: 1-action casting time (+20 DC). Mitigating factors: burn 400 XP (-4 DC), expensive material component (ad hoc -4 DC).<br/></td></tr></table><p>When the character sprinkles the dust of ground mummies in conjunction with casting <i>mummy dust</i>, two Large 18-HD mummies (see below) spring up from the dust in an area adjacent to the character. The mummies follow the character's every command according to their abilities, until they are destroyed or the character loses control of them by attempting to control more Hit Dice of undead than he or she has caster levels.</p><p><i>Material Component:</i> Specially prepared mummy dust (10,000 gp).</p><p><i>XP Cost:</i> 2,000 XP.</p><p>Mummy, Advanced: CR 8; Large undead; HD 18d12+3; hp 120; Init -1; Spd 20 ft.; AC 20, touch 8, flat-footed 20; Base Atk +9; Grp +24; Atk +20 melee (1d8+16 plus mummy rot); Full Atk +20 melee (1d8+16 plus mummy rot); Space/Reach 10 ft./10 ft.; SA Despair, mummy rot; SQ Damage reduction 5/-, darkvision 60 ft., undead traits, vulnerability to fire; AL LE; SV Fort +8, Ref +7, Will +13; Str 32, Dex 8, Con --, Int 6, Wis 14, Cha 15. <i>Skills and Feats:</i> Hide -5, Listen +9, Move Silently +10, Spot +9; Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (slam).</p><p>Despair (Su): At the sight of a mummy, the viewer must succeed at a Will save (DC 21), or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day. Mummy Rot (Su): Supernatural disease-slam, Fortitude save (DC 21), incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.  Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with <i>break enchantment</i> or <i>remove curse</i> (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.</p><p>An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.</p><p/>
</div>
    


name: Nailed to the Sky
altname: nailed to the sky
school: Conjuration
subschool: None
descriptor: Teleportation
spellcraft_dc: 62
level: None
components: V, S ,XP
casting_time: 1 standard action
range: 300 ft.
target: Creature or object weighing up to 1,000 lb.
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 1,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
558,000 gp; 12 days; 22,320 XP. Seeds: foresee (to preview endpoint of teleportation) (DC 17), Transport (DC 27). Factors: unwilling target (+4 DC), increase range from touch (+4 DC), 1-action casting time (+20 DC). Mitigating factor: burn 1,000 XP (-10 DC).

description:
      <p><i>Nailed to the sky</i> actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a <i>fly</i> spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where <i>Nailed to the sky</i> is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.</p>
      <p/>
    

full_text:
      <div topic='Nailed to the Sky' level='5'><p><h5>Nailed to the Sky</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration [Teleportation]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>62<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S ,XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature or object weighing up to 1,000 lb.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>558,000 gp; 12 days; 22,320 XP. Seeds: foresee (to preview endpoint of teleportation) (DC 17), Transport (DC 27). Factors: unwilling target (+4 DC), increase range from touch (+4 DC), 1-action casting time (+20 DC). Mitigating factor: burn 1,000 XP (-10 DC).<br/></td></tr></table><p><i>Nailed to the sky</i> actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a <i>fly</i> spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where <i>Nailed to the sky</i> is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.</p><p><i>XP Cost:</i> 1,000 XP.</p><p/>
</div>
    


name: Origin of Species: Achaierai
altname: origin of species: achaierai
school: Conjuration
subschool: Creation, Healing
descriptor: None
spellcraft_dc: 38
level: None
components: V, S, DF, XP
casting_time: 100 days, 11 minutes
range: 0 ft.
target: None
area: None
effect: One constructed creature up to Medium (20 cu. ft.)
duration: Permanent
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 10,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
360,000 gp; 8 days; 14,400 XP. Seeds: conjure (DC 21), life (DC 27), fortify (DC 17). Factors: +4 HD (5 hp per HD) (+20 DC), +6 to natural AC (+12 DC), add three more natural attacks (ad hoc +6 DC), add black cloud spell-like ability (+33 DC), add spell resistance 19 (+15 DC), permanent (x5 DC). Mitigating factors: 50d6 backlash (-50 DC), increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), burn 10,000 XP (-100 DC), eleven additional casters contributing 9th-level spell slots (-187 DC), ten additional casters contributing 8th-level spell slots (-150 DC), ten additional casters contributing 1st-level spell slots (-10 DC).

description:
      <p>This spell creates a new creature: an achaierai. When first created, the achaierai is Medium, but it grows to Large size in 1d4 days. A created achaierai does not possess the treasure, culture, or specific knowledge of a normal achaierai. If released to be among its own kind, it quickly picks up achaierai traits and alignment.</p>
      <p/>
    

full_text:
      <div topic='Origin of Species: Achaierai' level='5'><p><h5>Origin of Species: Achaierai</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation, Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>38<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>100 days, 11 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One constructed creature up to Medium (20 cu. ft.)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>360,000 gp; 8 days; 14,400 XP. Seeds: conjure (DC 21), life (DC 27), fortify (DC 17). Factors: +4 HD (5 hp per HD) (+20 DC), +6 to natural AC (+12 DC), add three more natural attacks (ad hoc +6 DC), add black cloud spell-like ability (+33 DC), add spell resistance 19 (+15 DC), permanent (x5 DC). Mitigating factors: 50d6 backlash (-50 DC), increase casting time by 10 minutes (-20 DC), increase casting time by 100 days (-200 DC), burn 10,000 XP (-100 DC), eleven additional casters contributing 9th-level spell slots (-187 DC), ten additional casters contributing 8th-level spell slots (-150 DC), ten additional casters contributing 1st-level spell slots (-10 DC).<br/></td></tr></table><p>This spell creates a new creature: an achaierai. When first created, the achaierai is Medium, but it grows to Large size in 1d4 days. A created achaierai does not possess the treasure, culture, or specific knowledge of a normal achaierai. If released to be among its own kind, it quickly picks up achaierai traits and alignment.</p><p><i>XP Cost:</i> 10,000 XP.</p><p/>
</div>
    


name: Peripety
altname: peripety
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 27
level: None
components: V, S
casting_time: 1 minute
range: Personal
target: You
area: None
effect: None
duration: 12 hours
saving_throw: None
spell_resistance: None
short_description: None
to_develop: 243,000 gp; 5 days; 9,720 XP. Seed: reflect (DC 27).
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.</p>
      <p/>
    

full_text:
      <div topic='Peripety' level='5'><p><h5>Peripety</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>27<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>12 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>243,000 gp; 5 days; 9,720 XP. Seed: reflect (DC 27).<br/></td></tr></table><p>Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.</p><p/>
</div>
    


name: Pestilence
altname: pestilence
school: Conjuration, Necromancy
subschool: None
descriptor: None
spellcraft_dc: 104
level: None
components: V, S, Ritual, XP
casting_time: 10 minutes
range: 0 ft.
target: None
area: 1,000-ft. -radius hemisphere
effect: None
duration: Instantaneous
saving_throw: Fortitude negates
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 10,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
936,000 gp; 19 days; 37,440 XP. Seed: afflict (DC 19). Factors: additional target type (plants) (+10 DC). change target to area (+10 DC), change 20-ft. radius to 1,000-ft. radius (+200 DC), disease effects (as per contagion spell) (ad hoc +21 DC). Mitigating factors: casting time increased by 9 minutes (-18 DC), two additional casters contributing epic spell slots (-38 DC), burn 10,000 XP (-100 DC).

description:
      <p>When <i>pestilence</i> is successfully cast, a wave of illness radites outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay.</p>
      <p>Each day that a victim fails a Fortitude save, it takes 1d4 points of temporary Constitution damage. If the victim then fails a second save, 1 point of that damage is permanent drain. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other spellcasters, each of whom must expend an unused epic spell slot for the casting. The primary caster must also burn 10,000 XP.</p>
      <p/>
    

full_text:
      <div topic='Pestilence' level='5'><p><h5>Pestilence</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration, Necromancy<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>104<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, Ritual, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>1,000-ft. -radius hemisphere<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>936,000 gp; 19 days; 37,440 XP. Seed: afflict (DC 19). Factors: additional target type (plants) (+10 DC). change target to area (+10 DC), change 20-ft. radius to 1,000-ft. radius (+200 DC), disease effects (as per contagion spell) (ad hoc +21 DC). Mitigating factors: casting time increased by 9 minutes (-18 DC), two additional casters contributing epic spell slots (-38 DC), burn 10,000 XP (-100 DC).<br/></td></tr></table><p>When <i>pestilence</i> is successfully cast, a wave of illness radites outward from the site of the ritual, instantly infecting every living thing in the area with the debilitating disease known as slimy doom. Within 24 hours, everything in the area begins to show signs of rot and decay.</p><p>Each day that a victim fails a Fortitude save, it takes 1d4 points of temporary Constitution damage. If the victim then fails a second save, 1 point of that damage is permanent drain. If the victim succeeds at the first saving throw of the day on consecutive days, he or she has recovered from the disease. This magical form of the disease is not contagious and will not spread beyond those initially infected. Fruits and vegetables infected with slimy doom are unfit for consumption, as are disease-ridden livestock. This is a ritual spell requiring two other spellcasters, each of whom must expend an unused epic spell slot for the casting. The primary caster must also burn 10,000 XP.</p><p><i>XP Cost:</i> 10,000 XP.</p><p/>
</div>
    


name: Rain of Fire
altname: rain of fire
school: Evocation
subschool: None
descriptor: Fire
spellcraft_dc: 50
level: None
components: V, S
casting_time: 1 minute
range: 0 ft.
target: None
area: 2-mile-radius emanation
effect: None
duration: 20 hours
saving_throw: Reflex negates (see text)
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
450,000 gp; 9 days; 18,000 XP. Seeds: energy (fire) (DC 19), energy (weather) (DC 19). Factor: change rain to wisps of flame (ad hoc +12 DC).

description:
      <p>This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.</p>
      <p/>
    

full_text:
      <div topic='Rain of Fire' level='5'><p><h5>Rain of Fire</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Fire]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>50<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>2-mile-radius emanation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex negates (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>450,000 gp; 9 days; 18,000 XP. Seeds: energy (fire) (DC 19), energy (weather) (DC 19). Factor: change rain to wisps of flame (ad hoc +12 DC).<br/></td></tr></table><p>This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.</p><p/>
</div>
    


name: Raise Island
altname: raise island
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: 38
level: None
components: V, S, XP, Ritual
casting_time: 65 days, 11 minutes
range: 0 ft.
target: None
area: 100-ft. -radius hemispherical island
effect: None
duration: Permanent
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 2,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
360,000 gp; 8 days; 14,400 XP. Seed: conjure (DC 21). Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2 DC), change radius to 100 ft. (+40 DC), change height to 1,000 feet (+133 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 65 days (-130 DC), nineteen additional casters contributing epic spell slots (-361 DC), one additional caster contributing one 6th-level spell slot (-11 DC), burn 2,000 XP per epic caster (-400 DC), spell only works on liquid (ad hoc -20 DC).

description:
      <p>The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. <i>Raise island</i> only works if the ocean is less than 1,000 feet deep where the spell is cast.</p>
      <p/>
    

full_text:
      <div topic='Raise Island' level='5'><p><h5>Raise Island</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>38<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, XP, Ritual<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>65 days, 11 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>100-ft. -radius hemispherical island<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>360,000 gp; 8 days; 14,400 XP. Seed: conjure (DC 21). Factors: change area to 10-ft. radius, 30-ft. high cylinder (+2 DC), change radius to 100 ft. (+40 DC), change height to 1,000 feet (+133 DC), permanent (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 65 days (-130 DC), nineteen additional casters contributing epic spell slots (-361 DC), one additional caster contributing one 6th-level spell slot (-11 DC), burn 2,000 XP per epic caster (-400 DC), spell only works on liquid (ad hoc -20 DC).<br/></td></tr></table><p>The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. <i>Raise island</i> only works if the ocean is less than 1,000 feet deep where the spell is cast.</p><p><i>XP Cost:</i> 2,000 XP.</p><p/>
</div>
    


name: Ruin
altname: ruin
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 27
level: None
components: V, S, XP
casting_time: 1 full round
range: 12,000 ft.
target: One creature, or up to a 10-foot cube of nonliving matter
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude half
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 2,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
243,000 gp; 5 days; 9,720 XP. Seed: Destroy (DC 29). Factor: reduce casting time by 9 rounds (+18 DC). Mitigating factor: burn 2,000 XP (-20 DC).

description:
      <p>The character deals 20d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.</p>
      <p/>
    

full_text:
      <div topic='Ruin' level='5'><p><h5>Ruin</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>27<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, X P<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 full round<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>12,000 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature, or up to a 10-foot cube of nonliving matter<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>243,000 gp; 5 days; 9,720 XP. Seed: Destroy (DC 29). Factor: reduce casting time by 9 rounds (+18 DC). Mitigating factor: burn 2,000 XP (-20 DC).<br/></td></tr></table><p>The character deals 20d6 points of damage to a single target within range and line of sight. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.</p><p><i>XP Cost:</i> 2,000 XP.</p><p/>
</div>
    


name: Safe Time
altname: safe time
school: Conjuration
subschool: None
descriptor: Teleportation
spellcraft_dc: 64
level: None
components: V, S
casting_time: 1 minute
range: Touch
target: You or creature touched
area: None
effect: None
duration: Contingent until expended, then 1 round of safe time
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
576,000 gp; 12 days; 23,040 XP. Seed: Transport (DC 27). Factors: move to time stream (+8 DC), reduce static time to 1 round (ad hoc +4 DC), activates when you would otherwise take 50 or more points of damage (+25 DC).

description:
      <p><i>Safe time</i> can move the character (or the target) out of harm's way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character's condition becomes fixed-no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.</p>
      <p/>
    

full_text:
      <div topic='Safe Time' level='5'><p><h5>Safe Time</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration [Teleportation]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>64<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You or creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Contingent until expended, then 1 round of safe time<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>576,000 gp; 12 days; 23,040 XP. Seed: Transport (DC 27). Factors: move to time stream (+8 DC), reduce static time to 1 round (ad hoc +4 DC), activates when you would otherwise take 50 or more points of damage (+25 DC).<br/></td></tr></table><p><i>Safe time</i> can move the character (or the target) out of harm's way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up an epic spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character's condition becomes fixed-no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.</p><p/>
</div>
    


name: Soul Dominion
altname: soul dominion
school: Divination, Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: 72
level: None
components: V, S
casting_time: 10 minutes
range: See text
target: One other living creature
area: None
effect: None
duration: 20 minutes (D)
saving_throw: Will negates (see text)
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
648,000 gp; 13 days; 25,920 XP. Seeds: contact (DC 23), reveal (DC 19), compel (DC 19). Factors: apply to all five senses (+8 DC), total compulsory control (+10 DC), stricter compulsion of any creature (ad hoc +11 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).

description:
      <p>When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject's body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with <i>soul dominion</i>.</p>
      <p/>
    

full_text:
      <div topic='Soul Dominion' level='5'><p><h5>Soul Dominion</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination, Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>72<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One other living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 minutes (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>648,000 gp; 13 days; 25,920 XP. Seeds: contact (DC 23), reveal (DC 19), compel (DC 19). Factors: apply to all five senses (+8 DC), total compulsory control (+10 DC), stricter compulsion of any creature (ad hoc +11 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).<br/></td></tr></table><p>When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject's body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with <i>soul dominion</i>.</p><p/>
</div>
    


name: Soul Scry
altname: soul scry
school: Divination
subschool: None
descriptor: None
spellcraft_dc: 55
level: None
components: V, S
casting_time: 10 minutes
range: See text
target: One other living creature
area: None
effect: None
duration: 20 minutes (D)
saving_throw: Will negates
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
495,000 gp; 10 days; 19,800 XP. Seeds: contact (DC 23), reveal (DC 19), conceal (DC 17). Factors: apply to all five senses (+8 DC), conceal detection (ad hoc +6 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).

description:
      <p>When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell's duration. During this time, the character's own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.</p>
      <p/>
    

full_text:
      <div topic='Soul Scry' level='5'><p><h5>Soul Scry</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>55<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One other living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 minutes (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>495,000 gp; 10 days; 19,800 XP. Seeds: contact (DC 23), reveal (DC 19), conceal (DC 17). Factors: apply to all five senses (+8 DC), conceal detection (ad hoc +6 DC). Mitigating factor: increase casting time by 9 minutes (-18 DC).<br/></td></tr></table><p>When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell's duration. During this time, the character's own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.</p><p/>
</div>
    


name: Spell Worm
altname: spell worm
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: 45
level: None
components: V, S
casting_time: 1 standard action
range: 75 ft.
target: One living creature
area: None
effect: None
duration: 20 hours or until completed
saving_throw: Will negates
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
405,000 gp; 9 days; 16,200 XP. Seed: compel (DC 19). Factors: unobtrusive (ad hoc +6 DC), 1-action casting time (+20 DC).

description:
      <p>On a failed save, the subject must spend a standard action each round abandoning his or her highest-level spell (or losing his or her highest-level unused spell slot). Each round, the subject eliminates another spell or spell slot, moving to lower-level spells once all the higher-level spells are gone. In the case of prepared spells, the subject decides which spells to abandon at each level. If the subject has more than one standard action allowed in the round, he or she may spend those actions as he or she desires. The subject doesn't realize the spells or spell slots are gone until he or she tries to cast a spell and finds it unavailable. Abandoning a spell slot or losing a spell is standard action, but it does not draw an attack of opportunity. It is a purely mental exercise not obvious to observers.</p>
      <p/>
    

full_text:
      <div topic='Spell Worm' level='5'><p><h5>Spell Worm</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>45<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 hours or until completed<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>405,000 gp; 9 days; 16,200 XP. Seed: compel (DC 19). Factors: unobtrusive (ad hoc +6 DC), 1-action casting time (+20 DC).<br/></td></tr></table><p>On a failed save, the subject must spend a standard action each round abandoning his or her highest-level spell (or losing his or her highest-level unused spell slot). Each round, the subject eliminates another spell or spell slot, moving to lower-level spells once all the higher-level spells are gone. In the case of prepared spells, the subject decides which spells to abandon at each level. If the subject has more than one standard action allowed in the round, he or she may spend those actions as he or she desires. The subject doesn't realize the spells or spell slots are gone until he or she tries to cast a spell and finds it unavailable. Abandoning a spell slot or losing a spell is standard action, but it does not draw an attack of opportunity. It is a purely mental exercise not obvious to observers.</p><p/>
</div>
    


name: Summon Behemoth
altname: summon behemoth
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: 72
level: None
components: V, S
casting_time: 1 standard action
range: 75 ft.
target: None
area: None
effect: Summoned creature
duration: 20 rounds (D)
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
648,000 gp; 13 days; 25,920 XP. Seed: summon (DC 14). Factors: summon CR 21 creature (DC +38), 1-action casting time (+20 DC).

description:
      <p>The character can summon a behemoth to attack his or her enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.</p>
      <p/>
    

full_text:
      <div topic='Summon Behemoth' level='5'><p><h5>Summon Behemoth</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>72<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Summoned creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 rounds (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>648,000 gp; 13 days; 25,920 XP. Seed: summon (DC 14). Factors: summon CR 21 creature (DC +38), 1-action casting time (+20 DC).<br/></td></tr></table><p>The character can summon a behemoth to attack his or her enemies. It appears where the character designates and acts immediately, on the character's turn. It attacks the character's opponents to the best of its ability. If the character can communicate with the creature, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. Summoned creatures act normally on the last round of the spell and disappear at the end of their turn.</p><p/>
</div>
    


name: Superb Dispelling
altname: superb dispelling
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 59
level: None
components: V, S
casting_time: 1 standard action
range: 300 ft.
target: One creature or object
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
531,000 gp; 11 days; 21,240 XP. Seed: Dispel (DC 19). Factors: additional +30 to dispel check (+30 DC), 1-action casting time (+20 DC). Mitigating factor: 10d6 backlash (-10 DC).

description:
      <p>As <i>greater dispel magic</i>, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.</p>
      <p/>
    

full_text:
      <div topic='Superb Dispelling' level='5'><p><h5>Superb Dispelling</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>59<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature or object<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>531,000 gp; 11 days; 21,240 XP. Seed: Dispel (DC 19). Factors: additional +30 to dispel check (+30 DC), 1-action casting time (+20 DC). Mitigating factor: 10d6 backlash (-10 DC).<br/></td></tr></table><p>As <i>greater dispel magic</i>, except that the maximum bonus on the dispel check is +40, and the character takes 10d6 points of backlash damage.</p><p/>
</div>
    


name: Time Duplicate
altname: time duplicate
school: Conjuration
subschool: None
descriptor: Teleportation
spellcraft_dc: 71
level: None
components: V, S
casting_time: 1 free action
range: None
target: None
area: None
effect: You
duration: 1 round (see text)
saving_throw: None (harmless)
spell_resistance: None (harmless)
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
639,000 gp; 13 days; 25,560 XP. Seed: Transport (to move future you back in time 1 round) (DC 27). Factors: move to time stream (+8 DC), stretch the base temporal effect (ad hoc +8 DC), quickened (+28 DC).

description:
      <p>The character snatches him or her self from 1 round in the future, depositing this future self in an adjacent space as a free action that counts as a quickened spell. The character's future self is technically only a possible future self (the time stream is a maelstrom of multiple probabilities), but snatching that future self from 1 round in the future collapses probability, and the possible future becomes the definite future. The character and his or her future self are both free to act normally this round (the character has already used up the limit of one quickened spell per round, but his or her duplicate hasn't). The future self has all the resources the character has at the moment he or she finishes casting <i>time duplicate</i>. Because the future self was previously only a possibility, his or her resources are not depleted as a result of whatever might occur this round (even if the character dies this round). Likewise, he or she doesn't have any special knowledge of what might occur during this round. Because the future self is still part of the time stream, the round it spends with the character is a round it misses in its own future. Because the chracter's future duplicate is also the character, the character misses the next round as well. He or she simply isn't there. Tampering with the time stream is a tricky business. Here is a round-by-round summary.</p>
      <p><i>Round One:</i> The character casts <i>time duplicate</i>, the future self from round two arrives, and both act normally.</p>
      <p><i>Round Two:</i> The future self-the character-gets snatched back in time to help the past self. During this round, there are no versions of the character present.</p>
      <p><i>Round Three:</i> The character rejoins the time stream. The character arrives in the same location and condition that the future self ended with at the end of the first round. Any resources (spells, damage, staff charges) the future self used up in round one are gone for real. Record them now. Using this spell to snatch a single future self stretches time and probability to its limit; more powerful versions of <i>time duplicate</i> are not possible. A character cannot bring more than a single future version of him or her self back at one time, nor can a character snatch a version of him or her from farther in the future.</p>
      <p/>
    

full_text:
      <div topic='Time Duplicate' level='5'><p><h5>Time Duplicate</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration [Teleportation]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>71<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 free action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>1 round (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>None (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>639,000 gp; 13 days; 25,560 XP. Seed: Transport (to move future you back in time 1 round) (DC 27). Factors: move to time stream (+8 DC), stretch the base temporal effect (ad hoc +8 DC), quickened (+28 DC).<br/></td></tr></table><p>The character snatches him or her self from 1 round in the future, depositing this future self in an adjacent space as a free action that counts as a quickened spell. The character's future self is technically only a possible future self (the time stream is a maelstrom of multiple probabilities), but snatching that future self from 1 round in the future collapses probability, and the possible future becomes the definite future. The character and his or her future self are both free to act normally this round (the character has already used up the limit of one quickened spell per round, but his or her duplicate hasn't). The future self has all the resources the character has at the moment he or she finishes casting <i>time duplicate</i>. Because the future self was previously only a possibility, his or her resources are not depleted as a result of whatever might occur this round (even if the character dies this round). Likewise, he or she doesn't have any special knowledge of what might occur during this round. Because the future self is still part of the time stream, the round it spends with the character is a round it misses in its own future. Because the chracter's future duplicate is also the character, the character misses the next round as well. He or she simply isn't there. Tampering with the time stream is a tricky business. Here is a round-by-round summary.</p><p><i>Round One:</i> The character casts <i>time duplicate</i>, the future self from round two arrives, and both act normally.</p><p><i>Round Two:</i> The future self-the character-gets snatched back in time to help the past self. During this round, there are no versions of the character present.</p><p><i>Round Three:</i> The character rejoins the time stream. The character arrives in the same location and condition that the future self ended with at the end of the first round. Any resources (spells, damage, staff charges) the future self used up in round one are gone for real. Record them now. Using this spell to snatch a single future self stretches time and probability to its limit; more powerful versions of <i>time duplicate</i> are not possible. A character cannot bring more than a single future version of him or her self back at one time, nor can a character snatch a version of him or her from farther in the future.</p><p/>
</div>
    


name: Vengeful Gaze of God
altname: vengeful gaze of god
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 419
level: None
components: V, S
casting_time: 1 standard action
range: 12,000 ft.
target: One creature, or up to a 10-foot cube of nonliving matter in line of sight
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude half
spell_resistance: Yes
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
3,771,000 gp; 76 days; 150,840 XP. Seed: Destroy (DC 29). Factor: increase damage to 305d6 (+570 DC), 1-action casting time (+20 DC). Mitigating factor: 200d6 backlash (-200 DC).

description:
      <p>The target of this spell is subject to 305d6 points of damage (or half of that if a Fortitude save succeeds). If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The caster is likewise dealt 200d6 points of damage</p>
      <p/>
    

full_text:
      <div topic='Vengeful Gaze of God' level='5'><p><h5>Vengeful Gaze of God</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>419<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>12,000 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature, or up to a 10-foot cube of nonliving matter in line of sight<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>3,771,000 gp; 76 days; 150,840 XP. Seed: Destroy (DC 29). Factor: increase damage to 305d6 (+570 DC), 1-action casting time (+20 DC). Mitigating factor: 200d6 backlash (-200 DC).<br/></td></tr></table><p>The target of this spell is subject to 305d6 points of damage (or half of that if a Fortitude save succeeds). If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. The caster is likewise dealt 200d6 points of damage</p><p/>
</div>
    


name: Verdigris
altname: verdigris
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: 58
level: None
components: V, S
casting_time: 1 minute
range: 300 ft.
target: None
area: 100-ft. -radius hemisphere
effect: None
duration: 24 hours
saving_throw: Reflex half
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
522,000 gp; 11 days; 20,880 XP. Seed: Conjure (DC 21). Factors: change area to 20-ft. radius hemisphere (+2 DC), increase radius to 100 ft. (+16 DC), deal 10d6 damage during growth (ad hoc +19 DC).

description:
      <p>This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 10d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 10d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.</p>
      <p/>
    

full_text:
      <div topic='Verdigris' level='5'><p><h5>Verdigris</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>58<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>100-ft. -radius hemisphere<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>522,000 gp; 11 days; 20,880 XP. Seed: Conjure (DC 21). Factors: change area to 20-ft. radius hemisphere (+2 DC), increase radius to 100 ft. (+16 DC), deal 10d6 damage during growth (ad hoc +19 DC).<br/></td></tr></table><p>This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 10d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 10d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.</p><p/>
</div>
    


name: Verdigris Tsunami
altname: verdigris tsunami
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: 170
level: None
components: V, S, Ritual, XP
casting_time: 10 minutes
range: 1,500 ft.
target: None
area: 1,000-ft. -radius hemisphere
effect: None
duration: Permanent
saving_throw: Reflex half
spell_resistance: No
short_description: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: 10,000 XP.
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
to_develop:
1,530,000 gp; 31 days; 61,200 XP. Seed: conjure (DC 21). Factor: change area to 20-ft. -radius hemisphere (+2 DC), increase radius to 1,000 ft. (+196 DC), increase range to 1,500 ft. (+8 DC), deal 10d6 damage during growth (ad hoc +19 DC), increase damage to 40d6 (+60 DC), permanent (x5 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), eleven additional casters contributing 6th-level spell slots (-121 DC), three additional casters contributing 4th-level spell slots (-21 DC), burn 10,000 XP per 6th-level spell contributor plus caster (-1,200 DC).

description:
      <p>This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 40d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 40d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth is permanent. This is a ritual spell requiring fourteen other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.</p>
      <p/>
    

full_text:
      <div topic='Verdigris Tsunami' level='5'><p><h5>Verdigris Tsunami</h5></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>170<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, Ritual, XP<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>10 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>1,500 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>1,000-ft. -radius hemisphere<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>To Develop:</b><br/></td><td>1,530,000 gp; 31 days; 61,200 XP. Seed: conjure (DC 21). Factor: change area to 20-ft. -radius hemisphere (+2 DC), increase radius to 1,000 ft. (+196 DC), increase range to 1,500 ft. (+8 DC), deal 10d6 damage during growth (ad hoc +19 DC), increase damage to 40d6 (+60 DC), permanent (x5 DC). Mitigating factors: increase casting time by 9 minutes (-18 DC), eleven additional casters contributing 6th-level spell slots (-121 DC), three additional casters contributing 4th-level spell slots (-21 DC), burn 10,000 XP per 6th-level spell contributor plus caster (-1,200 DC).<br/></td></tr></table><p>This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 40d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 40d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth is permanent. This is a ritual spell requiring fourteen other spellcasters, each of whom must contribute an unused 6th-level spell slot to the casting.</p><p><i>XP Cost:</i> 10,000 XP.</p><p/>
</div>
    


name: Seed: Afflict
altname: seed: afflict
school: Enchantment
subschool: Compulsion
descriptor: Fear, Mind-Affecting
spellcraft_dc: 14
level: None
components: V, S
casting_time: 1 standard action
range: 300 ft.
target: One living creature
area: None
effect: None
duration: 20 minutes
saving_throw: Will negates
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>Afflicts the target with a -2 morale penalty on attack rolls, checks, and saving throws. For each additional -1 penalty assessed on either the target's attack rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a -1 penalty on caster level checks, a -1 penalty to an ability score, a -1 penalty to spell resistance, or a -1 penalty to some other aspect of the target. For each additional -1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character's ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target's senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense.</p>
      <p/>
    

full_text:
      <div topic='Seed: Afflict' level='3'><p><h3>Seed: Afflict</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Fear, Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>14<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 standard action<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Afflicts the target with a -2 morale penalty on attack rolls, checks, and saving throws. For each additional -1 penalty assessed on either the target's attack rolls, checks, or saving throws, increase the Spellcraft DC by +2. A character may also develop a spell with this seed that afflicts the target with a -1 penalty on caster level checks, a -1 penalty to an ability score, a -1 penalty to spell resistance, or a -1 penalty to some other aspect of the target. For each additional -1 penalty assessed in one of the above categories, increase the Spell-craft DC by +4. This seed can afflict a character's ability scores to the point where they reach 0, except for Constitution where 1 is the minimum. If a factor is applied to increase the duration of this seed, ability score penalties instead become temporary ability damage. If a factor is applied to make the duration permanent, any ability score penalties become permanent ability drain. Finally, by increasing the Spellcraft DC by +2, one of the target's senses can be afflicted: sight, smell, hearing, taste, touch, or a special sense the target possesses. If the target fails its saving throw, the sense selected doesn't function for the spell's duration, with all attendant penalties that apply for losing the specified sense.</p><p/>
</div>
    


name: Seed: Animate
altname: seed: animate
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 25
level: None
components: V, S
casting_time: 1 minute
range: 300 ft.
target: Object or 20 cu. ft. of matter
area: None
effect: None
duration: 20 rounds
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever the caster initially designates. The animated object can be of any nonmagical material. The caster can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself, as long as the volume of material does not exceed 20 cubic feet. For each additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1, up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.</p>
      <p/>
    

full_text:
      <div topic='Seed: Animate' level='3'><p><h3>Seed: Animate</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>25<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Object or 20 cu. ft. of matter<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 rounds<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This seed can imbue inanimate objects with mobility and a semblance of life (not actual life). The animated object attacks whomever or whatever the caster initially designates. The animated object can be of any nonmagical material. The caster can also animate part of a larger mass of raw matter, such as a volume of water in the ocean, part of a stony wall, or the earth itself, as long as the volume of material does not exceed 20 cubic feet. For each additional 10 cubic feet of matter animated, increase the Spellcraft DC by +1, up to 1,000 cubic feet. For each additional 100 cubic feet of matter animated after the first 1,000 cubic feet, increase the spellcraft DC by +1. For each additional Hit Die granted to an animated object of a given size, increase the Spellcraft DC by +2. To animate attended objects (objects carried or worn by another creature), increase the Spellcraft DC by +10.</p><p/>
</div>
    


name: Seed: Animate Dead
altname: seed: animate dead
school: Necromancy
subschool: None
descriptor: Evil
spellcraft_dc: 23
level: None
components: V, S
casting_time: 1 minute
range: Touch
target: One or more corpses touched
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can't be animated again.) Intelligent undead can follow more sophisticated commands. The <i>animate dead</i> seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster's control indefinitely. A caster can naturally control 1 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.</p>
      <p>Type of Undead: All types of undead can be created with the <i>animate dead</i> seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.</p>
      <table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='5' curcol='5'>
<td><b>Undead</b><br/></td>
<td><b>Spellcraft DC Modifier</b><br/></td>
<td><b>Undead</b><br/></td>
<td><b>Spellcraft DC Modifier</b><br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>Skeleton<br/></td>
<td>-12<br/></td>
<td>Wraith<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Zombie<br/></td>
<td>-12<br/></td>
<td>Mummy<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Ghoul<br/></td>
<td>-10<br/></td>
<td>Spectre<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Shadow<br/></td>
<td>-8<br/></td>
<td>Morhg<br/></td>
<td>+4<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Ghast<br/></td>
<td>-6<br/></td>
<td>Vampire<br/></td>
<td>+6<br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>Wight<br/></td>
<td>-4<br/></td>
<td>Ghost<br/></td>
<td>+8<br/></td>

</tr>
</table>
      <p/>
    

full_text:
      <div topic='Seed: Animate Dead' level='3'><p><h3>Seed: Animate Dead</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Evil]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>23<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One or more corpses touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The caster can turn the bones or bodies of dead creatures into undead that follow his or her spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed undead can't be animated again.) Intelligent undead can follow more sophisticated commands. The <i>animate dead</i> seed allows a character to create 20 HD of undead. For each additional 1 HD of undead created, increase the Spellcraft DC by +1. The undead created remain under the caster's control indefinitely. A caster can naturally control 1 HD per caster level of undead creatures he or she has personally created, regardless of the method used. If the caster exceeds this number, newly created creatures fall under his or her control, and excess undead from previous castings become uncontrolled (the caster chooses which creatures are released). If the caster is a cleric, any undead he or she commands through his or her ability to command or rebuke undead do not count toward the limit. For each additional 2 HD of undead to be controlled, increase the Spellcraft DC by +1. Only undead in excess of 20 HD created with this seed can be controlled using this DC adjustment. To both create and control more than 20 HD of undead, increase the Spellcraft DC by +3 per additional 2 HD of undead.</p><p>Type of Undead: All types of undead can be created with the <i>animate dead</i> seed, although creating more powerful undead increases the Spellcraft DC of the epic spell, according to the table below. The GM must set the Spellcraft DC for undead not included on the table, using similar undead as a basis for comparison.</p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'>

<tr maxcol='5' curcol='5'>
<td><b>Undead</b><br/></td>
<td><b>Spellcraft DC Modifier</b><br/></td>
<td><b>Undead</b><br/></td>
<td><b>Spellcraft DC Modifier</b><br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>Skeleton<br/></td>
<td>-12<br/></td>
<td>Wraith<br/></td>
<td>-2<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Zombie<br/></td>
<td>-12<br/></td>
<td>Mummy<br/></td>
<td>+0<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Ghoul<br/></td>
<td>-10<br/></td>
<td>Spectre<br/></td>
<td>+2<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Shadow<br/></td>
<td>-8<br/></td>
<td>Morhg<br/></td>
<td>+4<br/></td>

</tr>
<tr maxcol='5' curcol='5'>
<td>Ghast<br/></td>
<td>-6<br/></td>
<td>Vampire<br/></td>
<td>+6<br/></td>

</tr>

<tr maxcol='5' curcol='5'>
<td>Wight<br/></td>
<td>-4<br/></td>
<td>Ghost<br/></td>
<td>+8<br/></td>

</tr>
</table><p/>
</div>
    


name: Seed: Armor
altname: seed: armor
school: Conjuration
subschool: Creation
descriptor: Force
spellcraft_dc: 14
level: None
components: V, S
casting_time: 1 minute
range: Touch
target: Creature touched
area: None
effect: None
duration: 24 hours (D)
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed grants a creature additional armor, providing a +4 bonus to Armor Class. The bonus is either an armor bonus or a natural armor bonus, whichever the caster selects. Unlike mundane armor, the <i>Armor</i> seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can't bypass the <i>Armor</i> seed the way they can ignore normal armor. For each additional point of Armor Class bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a +1 bonus to Armor Class using a different bonus type, such as deflection, divine, or insight. For each additional point of bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.</p>
      <p/>
    

full_text:
      <div topic='Seed: Armor' level='3'><p><h3>Seed: Armor</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation) [Force]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>14<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>24 hours (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>This seed grants a creature additional armor, providing a +4 bonus to Armor Class. The bonus is either an armor bonus or a natural armor bonus, whichever the caster selects. Unlike mundane armor, the <i>Armor</i> seed provides an intangible protection that entails no armor check penalty, arcane spell failure chance, or speed reduction. Incorporeal creatures can't bypass the <i>Armor</i> seed the way they can ignore normal armor. For each additional point of Armor Class bonus, increase the Spellcraft DC by +2. The caster can also grant a creature a +1 bonus to Armor Class using a different bonus type, such as deflection, divine, or insight. For each additional point of bonus to Armor Class of one of these types, increase the Spellcraft DC by +10.</p><p/>
</div>
    


name: Seed: Banish
altname: seed: banish
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 27
level: None
components: V, S
casting_time: 1 minute
range: 75 ft.
target: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
area: None
effect: None
duration: Instantaneous
saving_throw: Will negates
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed forces extraplanar creatures out of the caster's home plane. The caster can banish up to 14 HD of extraplanar creatures. For each additional 2 HD of extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a type or sub-type of creature other than outsider to be banished, increase the Spellcraft DC by +20.</p>
      <p/>
    

full_text:
      <div topic='Seed: Banish' level='3'><p><h3>Seed: Banish</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>27<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One or more extraplanar creatures, no two of which can be more than 30 ft. apart<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This seed forces extraplanar creatures out of the caster's home plane. The caster can banish up to 14 HD of extraplanar creatures. For each additional 2 HD of extraplanar creatures banished, increase the Spellcraft DC by +1. To specify a type or sub-type of creature other than outsider to be banished, increase the Spellcraft DC by +20.</p><p/>
</div>
    


name: Seed: Compel
altname: seed: compel
school: Enchantment
subschool: Compulsion
descriptor: Mind-Affecting
spellcraft_dc: 19
level: None
components: V, M
casting_time: 1 minute
range: 75 ft.
target: One living creature
area: None
effect: None
duration: 20 hours or until completed
saving_throw: Will negates
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed compels a target to follow a course of activity. At the basic level of effect, a spell using the <i>compel</i> seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft DC has been increased to avoid this limitation; see below). To compel a creature to follow an outright unreasonable course of action, increase the Spellcraft DC by +10. The compelled course of activity can continue for the entire duration. If the compelled activity can be completed in a shorter time, the spell ends when the subject finishes what he or she was asked to do. The caster can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell using this seed expires, the activity is not performed.</p>
      <p/>
    

full_text:
      <div topic='Seed: Compel' level='3'><p><h3>Seed: Compel</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Enchantment (Compulsion) [Mind-Affecting]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>19<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, M<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 hours or until completed<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This seed compels a target to follow a course of activity. At the basic level of effect, a spell using the <i>compel</i> seed must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do an obviously harmful act automatically negates the effect (unless the Spellcraft DC has been increased to avoid this limitation; see below). To compel a creature to follow an outright unreasonable course of action, increase the Spellcraft DC by +10. The compelled course of activity can continue for the entire duration. If the compelled activity can be completed in a shorter time, the spell ends when the subject finishes what he or she was asked to do. The caster can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell using this seed expires, the activity is not performed.</p><p/>
</div>
    


name: Seed: Conceal
altname: seed: conceal
school: Illusion
subschool: Glamer
descriptor: None
spellcraft_dc: 17
level: None
components: V, S
casting_time: 1 minute
range: Personal or touch
target: You or a creature or object of up to 2,000 lb.
area: None
effect: None
duration: 200 minutes or until expended (D)
saving_throw: None or Will negates (harmless, object)
spell_resistance: No or Yes (harmless, object)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A spell using the <i>conceal</i> seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location; this increases the Spellcraft DC by +2. The subject benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, this displacement effect does not prevent enemies from targeting him or her normally. The <i>conceal</i> seed can also be used to block divination spells, spell-like effects, and epic spells developed using the <i>reveal</i> seed; this increases the Spellcraft DC by +6. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the <i>conceal</i> seed for this purpose, an opposed caster level check determines which spell works.</p>
      <p/>
    

full_text:
      <div topic='Seed: Conceal' level='3'><p><h3>Seed: Conceal</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Glamer)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>17<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal or touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You or a creature or object of up to 2,000 lb.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>200 minutes or until expended (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None or Will negates (harmless, object)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No or Yes (harmless, object)<br/></td></tr></table><p>This seed can conceal a creature or object touched from sight, even from darkvision. If the subject is a creature carrying gear, the gear vanishes too, rendering the creature invisible. A spell using the <i>conceal</i> seed ends if the subject attacks any creature. Actions directed at unattended objects do not break the spell, and causing harm indirectly is not an attack. To create invisibility that lasts regardless of the actions of the subject, increase the Spellcraft DC by +4. Alternatively, this seed can conceal the exact location of the subject so that it appears to be about 2 feet away from its true location; this increases the Spellcraft DC by +2. The subject benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, this displacement effect does not prevent enemies from targeting him or her normally. The <i>conceal</i> seed can also be used to block divination spells, spell-like effects, and epic spells developed using the <i>reveal</i> seed; this increases the Spellcraft DC by +6. In all cases where divination magic of any level, including epic level, is employed against the subject of a spell using the <i>conceal</i> seed for this purpose, an opposed caster level check determines which spell works.</p><p/>
</div>
    


name: Seed: Conjure
altname: seed: conjure
school: Conjuration
subschool: Creation
descriptor: None
spellcraft_dc: 21
level: None
components: V, S
casting_time: 1 minute
range: 0 ft.
target: None
area: None
effect: Unattended, nonmagical object of nonliving matter up to 20 cu. ft.
duration: 8 hours
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the Spellcraft DC by +2. Attempting to use any created object as a material component or a resource during epic spell development causes the spell to fail and the object to disappear.</p>
      <p>The <i>Conjure</i> seed can be used in conjunction with the <i>life</i> and <i>fortify</i> seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or extraordinary ability rather than a spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature Hit Dice, use the <i>fortify</i> seed. Each 5 hit points granted to the creature gives it an additional 1 HD. Once successfully created, the new creature will breed true.</p>
      <p/>
    

full_text:
      <div topic='Seed: Conjure' level='3'><p><h3>Seed: Conjure</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Creation)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>21<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>0 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Unattended, nonmagical object of nonliving matter up to 20 cu. ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>8 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This seed creates a nonmagical, unattended object of nonliving matter of up to 20 cubic feet in volume. The caster must succeed at an appropriate skill check to make a complex item. The seed can create matter ranging in hardness and rarity from vegetable matter all the way up to mithral and even adamantine. Simple objects have a natural duration of 24 hours. For each additional cubic foot of matter created, increase the Spellcraft DC by +2. Attempting to use any created object as a material component or a resource during epic spell development causes the spell to fail and the object to disappear.</p><p>The <i>Conjure</i> seed can be used in conjunction with the <i>life</i> and <i>fortify</i> seeds for an epic spell that creates an entirely new creature, if made permanent. To give a creature spell-like abilities, apply other epic seeds to the epic spell that replicate the desired ability. To give the creature a supernatural or extraordinary ability rather than a spell-like ability, double the cost of the relevant seed. Remember that two doublings equals a tripling, and so forth. To give a creature Hit Dice, use the <i>fortify</i> seed. Each 5 hit points granted to the creature gives it an additional 1 HD. Once successfully created, the new creature will breed true.</p><p/>
</div>
    


name: Seed: Contact
altname: seed: contact
school: Divination
subschool: None
descriptor: None
spellcraft_dc: 23
level: None
components: V, S
casting_time: 1 minute
range: See text
target: One creature
area: None
effect: None
duration: 200 minutes
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed forges a telepathic bond with a particular creature with which the caster is familiar (or one that the caster can currently see directly or through magical means) and can converse back and forth. The subject recognizes the caster if it knows him or her. It can answer in like manner immediately, though it does not have to. The caster can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +1. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.</p>
      <p>At the base Spellcraft DC of 20, a caster can also use the <i>contact</i> seed to imbue an object (or creature) with a message he or she prepares that appears as written text for the spell's duration or is spoken aloud in a language the caster knows. The spoken message can be of any length, but the length of written text is limited to what can be contained (as text of a readable size) on the surface of the target. The message is delivered when specific conditions are fulfilled according to the caster's desire when the spell is cast.</p>
      <p/>
    

full_text:
      <div topic='Seed: Contact' level='3'><p><h3>Seed: Contact</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>23<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>200 minutes<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This seed forges a telepathic bond with a particular creature with which the caster is familiar (or one that the caster can currently see directly or through magical means) and can converse back and forth. The subject recognizes the caster if it knows him or her. It can answer in like manner immediately, though it does not have to. The caster can forge a communal bond among more than two creatures. For each additional creature contacted, increase the Spellcraft DC by +1. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance. For telepathic communication through the bond regardless of language, increase the Spellcraft DC by +4. No special influence is established as a result of the bond, only the power to communicate at a distance.</p><p>At the base Spellcraft DC of 20, a caster can also use the <i>contact</i> seed to imbue an object (or creature) with a message he or she prepares that appears as written text for the spell's duration or is spoken aloud in a language the caster knows. The spoken message can be of any length, but the length of written text is limited to what can be contained (as text of a readable size) on the surface of the target. The message is delivered when specific conditions are fulfilled according to the caster's desire when the spell is cast.</p><p/>
</div>
    


name: Seed: Delude
altname: seed: delude
school: Illusion
subschool: Figment
descriptor: None
spellcraft_dc: 14
level: None
components: V, S
casting_time: 1 minute
range: 12,000 ft.
target: None
area: None
effect: Visual figment that can extend for up to twenty 30-ft. cubes (S)
duration: Concentration plus 20 hours
saving_throw: Will disbelief (if interacted with)
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>A spell developed with the <i>delude</i> seed creates the visual illusion of an object, creature, or force, as visualized by the caster. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can't deal damage, however. For each additional image to be created, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the caster, increase the Spellcraft DC by +9. The figment follows the script without the caster having to concentrate on it. The illusion can include intelligible speech if desired. For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional spell development using this or other seeds.</p>
      <p/>
    

full_text:
      <div topic='Seed: Delude' level='3'><p><h3>Seed: Delude</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Illusion (Figment)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>14<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>12,000 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Visual figment that can extend for up to twenty 30-ft. cubes (S)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Concentration plus 20 hours<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will disbelief (if interacted with)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>A spell developed with the <i>delude</i> seed creates the visual illusion of an object, creature, or force, as visualized by the caster. The caster can move the image within the limits of the size of the effect by concentrating (the image is otherwise stationary). The image disappears when struck by an opponent unless the caster causes the illusion to react appropriately. For an illusion that includes audible, olfactory, tactile, taste, and thermal aspects, increase the Spellcraft DC by +2 per extra aspect. Even realistic tactile and thermal illusions can't deal damage, however. For each additional image to be created, increase the Spellcraft DC by +1. For an illusion that follows a script determined by the caster, increase the Spellcraft DC by +9. The figment follows the script without the caster having to concentrate on it. The illusion can include intelligible speech if desired. For an illusion that makes any area appear to be something other than it is, increase the Spellcraft DC by +4. Additional components, such as sounds, can be added as noted above. Concealing creatures requires additional spell development using this or other seeds.</p><p/>
</div>
    


name: Seed: Destroy
altname: seed: destroy
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 29
level: None
components: V, S
casting_time: 1 minute
range: 12,000 ft.
target: One creature, or up to a 10-foot cube of nonliving matter
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude half
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the <i>Destroy</i> seed destroys only part of any very large object or structure targeted. The <i>Destroy</i> seed affects even magical matter, energy fields, and force effects that are normally only affected by the <i>disintegrate</i> spell. Such effects are automatically destroyed. Epic spells using the <i>Ward</i> seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a <i>Ward</i> spell.</p>
      <p/>
    

full_text:
      <div topic='Seed: Destroy' level='3'><p><h3>Seed: Destroy</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>29<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>12,000 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature, or up to a 10-foot cube of nonliving matter<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This seed deals 20d6 points of damage to the target. The damage is of no particular type or energy. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. If the target is reduced to -10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is utterly destroyed as if disintegrated, leaving behind only a trace of fine dust. Up to a 10-foot cube of nonliving matter is affected, so a spell using the <i>Destroy</i> seed destroys only part of any very large object or structure targeted. The <i>Destroy</i> seed affects even magical matter, energy fields, and force effects that are normally only affected by the <i>disintegrate</i> spell. Such effects are automatically destroyed. Epic spells using the <i>Ward</i> seed may also be destroyed, though the caster must succeed at an opposed caster level check against the other spellcaster to bring down a <i>Ward</i> spell.</p><p/>
</div>
    


name: Seed: Dispel
altname: seed: dispel
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 19
level: None
components: V, S
casting_time: 1 minute
range: 300 ft.
target: One creature, object, or spell
area: None
effect: None
duration: Instantaneous
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The <i>Dispel</i> seed can defeat all spells, even those not normally subject to <i>dispel magic</i>. The <i>Dispel</i> seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the <i>Dispel</i> seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell's caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item's caster level. If succeessful, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item's physical properties are unchanged. Any creature, object, or spell is potentially subject to the <i>Dispel</i> seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.</p>
      <p/>
    

full_text:
      <div topic='Seed: Dispel' level='3'><p><h3>Seed: Dispel</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>19<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature, object, or spell<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>This seed can end ongoing spells that have been cast on a creature or object, temporarily suppress the magical abilities of a magic item, or end ongoing spells (or at least their effects) within an area. A dispelled spell ends as if its duration had expired. The <i>Dispel</i> seed can defeat all spells, even those not normally subject to <i>dispel magic</i>. The <i>Dispel</i> seed can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. One creature, object, or spell is the target of the <i>Dispel</i> seed. The caster makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 + 10 against a DC of 11 + the target spell's caster level. For each additional +1 on the dispel check, increase the Spellcraft DC by +1. If targeting an object or creature that is the effect of an ongoing spell, make a dispel check to end the spell that affects the object or creature. If the object targeted is a magic item, make a dispel check against the item's caster level. If succeessful, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. A magic item's physical properties are unchanged. Any creature, object, or spell is potentially subject to the <i>Dispel</i> seed, even the spells of gods and the abilities of artifacts. A character automatically succeeds on the dispel check against any spell that he or she cast him or her self.</p><p/>
</div>
    


name: Seed: Energy
altname: seed: energy
school: Evocation
subschool: None
descriptor: Acid, Fire, Electricity, Cold, or Sonic
spellcraft_dc: 19
level: None
components: V, S
casting_time: 1 minute
range: 300 ft. or touched creature or object of 2,000 lb. or less
target: None
effect: None
duration: Instantaneous or 20 hours (see text)
saving_throw: Reflex half
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
area:
A bolt 5 ft. wide to 300 ft. long; or a 10-ft. -radius emanation; or a wall whose area is up to one 200-ft. square; or a sphere or hemi-sphere with a radius of up to 20 ft.

description:
      <p>This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the <i>energy</i> seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all in the bolt's area must make a Reflex save for half damage. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at the caster's fingertips. To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2. The caster may also create a wall, half-circle, circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures. For each additional 1d4 points of damage, increase the Spellcraft DC by +2.</p>
      <p>The caster can also use the <i>energy</i> seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 20 hours. Using the <i>energy</i> seed this way has a base Spellcraft DC of 25. The area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Ordinarily, a caster can't directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs, blizzards-even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the <i>energy</i> seed.</p>
      <p/>
    

full_text:
      <div topic='Seed: Energy' level='3'><p><h3>Seed: Energy</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Evocation [Acid, Fire, Electricity, Cold, or Sonic]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>19<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft. or touched creature or object of 2,000 lb. or less<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Area:</b><br/></td><td>A bolt 5 ft. wide to 300 ft. long; or a 10-ft. -radius emanation; or a wall whose area is up to one 200-ft. square; or a sphere or hemi-sphere with a radius of up to 20 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous or 20 hours (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Reflex half<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>This seed uses whichever one of five energy types the caster chooses: acid, cold, electricity, fire, or sonic. The caster can cast the energy forth as a bolt, imbue an object with the energy, or create a freestanding manifestation of the energy. If the spell developed using the <i>energy</i> seed releases a bolt, that bolt instantaneously deals 10d6 points of damage of the appropriate energy type, and all in the bolt's area must make a Reflex save for half damage. For each additional 1d6 points of damage dealt, increase the Spellcraft DC by +2. The bolt begins at the caster's fingertips. To imbue another creature with the ability to use an energy bolt as a spell-like ability at its option or when a particular condition is met, increase the Spellcraft DC by +25. The caster can also cause a creature or object to emanate the specific energy type out to a radius of 10 feet for 20 hours. The emanated energy deals 2d6 points of energy damage per round against unprotected creatures (the target creature is susceptible if not separately warded or otherwise resistant to the energy). For each additional 1d6 points of damage emanated, increase the Spellcraft DC by +2. The caster may also create a wall, half-circle, circle, dome, or sphere of the desired energy that emanates the energy for up to 20 hours. One side of the wall, selected by the caster, sends forth waves of energy, dealing 2d4 points of energy damage to creatures within 10 feet and 1d4 points of energy damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and in each round that a creature enters or remains in the area. In addition, the wall deals 2d6+20 points of energy damage to any creature passing through it. The wall deals double damage to undead creatures. For each additional 1d4 points of damage, increase the Spellcraft DC by +2.</p><p>The caster can also use the <i>energy</i> seed to create a spell that carefully releases and balances the emanation of cold, electricity, and fire, creating specific weather effects for a period of 20 hours. Using the <i>energy</i> seed this way has a base Spellcraft DC of 25. The area extends to a two-mile-radius centered on the caster. Once the spell is cast, the weather takes 10 minutes to manifest. Ordinarily, a caster can't directly target a creature or object, though indirect effects are possible. This seed can create cold snaps, heat waves, thunderstorms, fogs, blizzards-even a tornado that moves randomly in the affected area. Creating targeted damaging effects requires an additional use of the <i>energy</i> seed.</p><p/>
</div>
    


name: Seed: Foresee
altname: seed: foresee
school: Divination
subschool: None
descriptor: None
spellcraft_dc: 17
level: None
components: V, S
casting_time: 1 minute
range: Personal
target: You
area: None
effect: None
duration: Instantaneous or concentration (see text)
saving_throw: None
spell_resistance: None
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>The caster can foretell the immediate future, or gain information about specific questions. He or she is 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, the caster knows if a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Spellcraft DC by x2. For better results, the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes, but the base Spellcraft DC for such an attempt is 23.  The answers return in a language the caster understands, but use only one-word replies: 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer. Unlike 0- to 9th-level spells of similar type, all questions answered are 90% likely to be answered truthfully. However, a specific spell using the <i>foresee</i> seed can only be cast once every five weeks. The <i>foresee</i> seed is also useful for epic spells requiring specific information before functioning, such as spells using the <i>reveal</i> and <i>Transport</i> seeds. The <i>foresee</i> seed can also be used to gain one basic piece of information about a living target: level, class, alignment, or some special ability (or one of an object's magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2.</p>
      <p/>
    

full_text:
      <div topic='Seed: Foresee' level='3'><p><h3>Seed: Foresee</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>17<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous or concentration (see text)<br/></td></tr></table><p>The caster can foretell the immediate future, or gain information about specific questions. He or she is 90% likely to receive a meaningful reading of the future of the next 30 minutes. If successful, the caster knows if a particular action will bring good results, bad results, or no result. For each additional 30 minutes into the future, multiply the Spellcraft DC by x2. For better results, the caster can pose up to ten specific questions (one per round while he or she concentrates) to unknown powers of other planes, but the base Spellcraft DC for such an attempt is 23.  The answers return in a language the caster understands, but use only one-word replies: 'yes,' 'no,' 'maybe,' 'never,' 'irrelevant,' or some other one-word answer. Unlike 0- to 9th-level spells of similar type, all questions answered are 90% likely to be answered truthfully. However, a specific spell using the <i>foresee</i> seed can only be cast once every five weeks. The <i>foresee</i> seed is also useful for epic spells requiring specific information before functioning, such as spells using the <i>reveal</i> and <i>Transport</i> seeds. The <i>foresee</i> seed can also be used to gain one basic piece of information about a living target: level, class, alignment, or some special ability (or one of an object's magical abilities, if any). For each additional piece of information revealed, increase the Spellcraft DC by +2.</p><p/>
</div>
    


name: Seed: Fortify
altname: seed: fortify
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 17 (see text)
level: None
components: V, S
casting_time: 1 minute
range: Touch
target: Creature touched
area: None
effect: None
duration: 20 hours; permanent for age adjustment
saving_throw: Will negates (harmless)
spell_resistance: Yes (harmless)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>Spells using the <i>fortify</i> seed grant a +1 enhancement bonus to whichever one of the following the caster chooses:</p>
      <ul>
 <li>Any one ability score.</li>
 <li>Any one kind of saving throw.</li>
 <li>Spell resistance.</li>
 <li>Natural armor.</li>
</ul>
      <p>The <i>fortify</i> seed can also grant energy resistance 1 for one energy type or 1 temporary hit point. For each additional +1 bonus, point of energy resistance, or hit point, increase the Spellcraft DC by +2.</p>
      <p>The <i>fortify</i> seed has a base Spellcraft DC of 23 if it grants a +1 bonus of a type other than enhancement. For each additional +1 bonus of a type other than enhancement, increase the Spellcraft DC by +6. If the caster applies a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5.</p>
      <p>The <i>fortify</i> seed has a base Spellcraft DC of 27 if it grants a creature a +1 bonus to an ability score or other statistic it does not possess. For each additional +1 bonus, increase the Spellcraft DC by +4. If a spell with the <i>fortify</i> seed grants an inanimate object an ability score it would not normally possess (such as Intelligence), the spell must also incorporate the <i>life</i> seed.</p>
      <p>Granting spell resistance to a creature that doesn't already have it is a special case; the base Spellcraft DC of 27 grants spell resistance 25, and each additional point of spell resistance increases the Spellcraft DC by +4 (each -1 to spell resistance reduces the Spellcraft DC by -2).</p>
      <p>The <i>fortify</i> seed can also grant damage reduction 1/magic. For each additional point of damage reduction, increase the Spellcraft DC by +2. To increase the damage reduction value to epic, increase the Spellcraft DC by +15.</p>
      <p>A special use of the <i>fortify</i> seed grants the target a permanent +1 year to its current age category. For each additional +1 year added to the creature's current age category, increase the Spellcraft DC by +2. Incremental adjustments to a creature's maximum age do not stack; they overlap. When a spell increases a creature's current age category, all higher age categories are also adjusted accordingly.</p>
      <p/>
    

full_text:
      <div topic='Seed: Fortify' level='3'><p><h3>Seed: Fortify</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>17 (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 hours; permanent for age adjustment<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (harmless)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>Spells using the <i>fortify</i> seed grant a +1 enhancement bonus to whichever one of the following the caster chooses:</p><ul>
 <li>Any one ability score.</li>
 <li>Any one kind of saving throw.</li>
 <li>Spell resistance.</li>
 <li>Natural armor.</li>
</ul><p>The <i>fortify</i> seed can also grant energy resistance 1 for one energy type or 1 temporary hit point. For each additional +1 bonus, point of energy resistance, or hit point, increase the Spellcraft DC by +2.</p><p>The <i>fortify</i> seed has a base Spellcraft DC of 23 if it grants a +1 bonus of a type other than enhancement. For each additional +1 bonus of a type other than enhancement, increase the Spellcraft DC by +6. If the caster applies a factor to make the duration permanent, the bonus must be an inherent bonus, and the maximum inherent bonus allowed is +5.</p><p>The <i>fortify</i> seed has a base Spellcraft DC of 27 if it grants a creature a +1 bonus to an ability score or other statistic it does not possess. For each additional +1 bonus, increase the Spellcraft DC by +4. If a spell with the <i>fortify</i> seed grants an inanimate object an ability score it would not normally possess (such as Intelligence), the spell must also incorporate the <i>life</i> seed.</p><p>Granting spell resistance to a creature that doesn't already have it is a special case; the base Spellcraft DC of 27 grants spell resistance 25, and each additional point of spell resistance increases the Spellcraft DC by +4 (each -1 to spell resistance reduces the Spellcraft DC by -2).</p><p>The <i>fortify</i> seed can also grant damage reduction 1/magic. For each additional point of damage reduction, increase the Spellcraft DC by +2. To increase the damage reduction value to epic, increase the Spellcraft DC by +15.</p><p>A special use of the <i>fortify</i> seed grants the target a permanent +1 year to its current age category. For each additional +1 year added to the creature's current age category, increase the Spellcraft DC by +2. Incremental adjustments to a creature's maximum age do not stack; they overlap. When a spell increases a creature's current age category, all higher age categories are also adjusted accordingly.</p><p/>
</div>
    


name: Seed: Heal
altname: seed: heal
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: 25
level: None
components: V, S, DF
casting_time: 1 minute
range: Touch
target: Creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: Yes (harmless; see text)
spell_resistance: Yes (harmless)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>Spells developed with the <i>heal</i> seed channel positive energy into a creature to wipe away disease and injury. Such a spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanently drained ability score points, increase the Spellcraft DC by +6. The <i>heal</i> seed neutralizes poisons in the subject's system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character's abilities, including effects caused by spells, even epic spells developed with the <i>afflict</i> seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death. To dispel all negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2.</p>
      <p>Against undead, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.</p>
      <p>An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the heal seed that flushes negative energy into the subject, healing undead completely but causing the loss of all but 1d4 hit points in living creatures if they fail a Fortitude saving throw. Alternatively, a living target that fails its Fortitude saving throw could gain four negative levels for the next 8 hours. For each additional negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.</p>
      <p/>
    

full_text:
      <div topic='Seed: Heal' level='3'><p><h3>Seed: Heal</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>25<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Yes (harmless; see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>Spells developed with the <i>heal</i> seed channel positive energy into a creature to wipe away disease and injury. Such a spell completely cures all diseases, blindness, deafness, hit point damage, and temporary ability damage. To restore permanently drained ability score points, increase the Spellcraft DC by +6. The <i>heal</i> seed neutralizes poisons in the subject's system so that no additional damage or effects are suffered. It offsets feeblemindedness and cures mental disorders caused by spells or injury to the brain. It dispels all magical effects penalizing the character's abilities, including effects caused by spells, even epic spells developed with the <i>afflict</i> seed. Only a single application of the spell is needed to simultaneously achieve all these effects. This seed does not restore levels or Constitution points lost due to death. To dispel all negative levels afflicting the target, increase the Spellcraft DC by +2. This reverses level drains by a force or creature. The drained levels are restored only if the creature lost the levels within the last 20 weeks. For each additional week since the levels were drained, increase the Spellcraft DC by +2.</p><p>Against undead, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.</p><p>An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the heal seed that flushes negative energy into the subject, healing undead completely but causing the loss of all but 1d4 hit points in living creatures if they fail a Fortitude saving throw. Alternatively, a living target that fails its Fortitude saving throw could gain four negative levels for the next 8 hours. For each additional negative level bestowed, increase the Spellcraft DC by +4, and for each extra hour the negative levels persist, increase the Spellcraft DC by +2. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.</p><p/>
</div>
    


name: Seed: Life
altname: seed: life
school: Conjuration
subschool: Healing
descriptor: None
spellcraft_dc: 27
level: None
components: V, S, DF
casting_time: 1 minute
range: Touch
target: Dead creature touched
area: None
effect: None
duration: Instantaneous
saving_throw: None (see text)
spell_resistance: Yes (harmless)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>A spell developed with the <i>life</i> seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a <i>disintegrate</i> spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the Spellcraft DC by +1. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age.</p>
      <p>An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save (DC 10 + the target's Hit Dice, or the Hit Dice a plant will have once it comes to life).</p>
      <p>The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).</p>
      <p/>
    

full_text:
      <div topic='Seed: Life' level='3'><p><h3>Seed: Life</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Healing)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>27<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S, DF<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Touch<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>Dead creature touched<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (harmless)<br/></td></tr></table><p>A spell developed with the <i>life</i> seed will restore life and complete vigor to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be returned to life, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a <i>disintegrate</i> spell count as a small portion of its body.) The creature can have been dead for no longer than two hundred years. For each additional ten years, increase the Spellcraft DC by +1. The creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level (or 1 point of Constitution if the subject was 1st level). The life seed cannot revive someone who has died of old age.</p><p>An epic caster with 24 ranks in Knowledge (arcana), Knowledge (nature), or Knowledge (religion) can cast a spell developed with a special version of the life seed that gives actual life to normally inanimate objects. The caster can give inanimate plants and animals a soul, personality, and humanlike sentience. To succeed, the caster must make a Will save (DC 10 + the target's Hit Dice, or the Hit Dice a plant will have once it comes to life).</p><p>The newly living object, intelligent animal, or sentient plant is friendly toward the caster. An object or plant has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Animated objects and plants gain the ability to move their limbs, projections, roots, carved legs and arms, or other appendages, and have senses similar to a human's. A newly intelligent animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Objects, animals, and plants speak one language that the caster knows, plus one additional language that he or she knows per point of Intelligence bonus (if any).</p><p/>
</div>
    


name: Seed: Reflect
altname: seed: reflect
school: Abjuration
subschool: None
descriptor: None
spellcraft_dc: 27
level: None
components: V, S
casting_time: 1 minute
range: Personal
target: You
area: None
effect: None
duration: Until expended or 12 hours
saving_throw: None
spell_resistance: None
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>Attacks targeted against the caster rebound on the original attacker. Each use of the <i>reflect</i> seed in an epic spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where the caster is not the target but are caught in the vicinity, increase the Spellcraft DC by +20. A single successful use of <i>reflect</i> expends its protection. Spells developed with the <i>reflect</i> seed against spells and spell-like effects return all spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Spellcraft DC by +20. Epic spells are treated as 10th-level spells for this purpose.</p>
      <p>The desired effect is automatically reflected if the spell in question is 9th level or lower. An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed.</p>
      <p>If the <i>reflect</i> seed is used against a melee attack or ranged attack, five such attacks are automatically reflected back on the original attacker. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the spell using the <i>reflect</i> seed is expended.</p>
      <p/>
    

full_text:
      <div topic='Seed: Reflect' level='3'><p><h3>Seed: Reflect</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Abjuration<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>27<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>Personal<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>You<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Until expended or 12 hours<br/></td></tr></table><p>Attacks targeted against the caster rebound on the original attacker. Each use of the <i>reflect</i> seed in an epic spell is effective against one type of attack only: spells (and spell-like effects), ranged attacks, or melee attacks. To reflect an area spell, where the caster is not the target but are caught in the vicinity, increase the Spellcraft DC by +20. A single successful use of <i>reflect</i> expends its protection. Spells developed with the <i>reflect</i> seed against spells and spell-like effects return all spell effects of up to 1st level. For each additional level of spells to be reflected, increase the Spellcraft DC by +20. Epic spells are treated as 10th-level spells for this purpose.</p><p>The desired effect is automatically reflected if the spell in question is 9th level or lower. An opposed caster level check is required when the reflect seed is used against another epic spell. If the enemy spellcaster gets his or her spell through by winning the caster level check, the epic spell using the reflect seed is not expended, just momentarily suppressed.</p><p>If the <i>reflect</i> seed is used against a melee attack or ranged attack, five such attacks are automatically reflected back on the original attacker. For each additional attack reflected, increase the Spellcraft DC by +4. The reflected attack rebounds on the attacker using the same attack roll. Once the allotted attacks are reflected, the spell using the <i>reflect</i> seed is expended.</p><p/>
</div>
    


name: Seed: Reveal
altname: seed: reveal
school: Divination
subschool: None
descriptor: None
spellcraft_dc: 19 (see text)
level: None
components: V, S
casting_time: 1 minute
range: See text
target: None
area: None
effect: Magical sensor
duration: 20 minutes (D)
saving_throw: None
spell_resistance: No
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>The caster of this seed can see some distant location or hear the sounds at some distant location almost as if he or she was there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a factor, but the locale must be known-a place familiar to the caster or an obvious one. The spell creates an invisible sensor that can be dispelled. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft DC by +2. To use the <i>reveal</i> seed to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a spell built with the <i>reveal</i> seed, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6; however, the caster must maintain line of effect to the sensor at all times. If the line of effect is obstructed, the spell ends. To free the caster of the line of effect restriction for casting spells through the sensor, multiply the Spellcraft DC by x10.</p>
      <p>The <i>reveal</i> seed has a base Spellcraft DC of 25 if used to pierce illusions and see things as they really are. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under <i>blur</i> or <i>displacement</i> effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 120 feet.</p>
      <p>The <i>reveal</i> seed can also be used to develop spells that will do any one of the following: duplicate the <i>read magic</i> spell, comprehend the written and verbal language of another, or speak in the written or verbal language of another. To both comprehend and speak a language, increase the Spellcraft DC by +4.</p>
      <p/>
    

full_text:
      <div topic='Seed: Reveal' level='3'><p><h3>Seed: Reveal</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Divination<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>19 (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>See text<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>Magical sensor<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 minutes (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>None<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>No<br/></td></tr></table><p>The caster of this seed can see some distant location or hear the sounds at some distant location almost as if he or she was there. To both hear and see, increase the Spellcraft DC by +2. Distance is not a factor, but the locale must be known-a place familiar to the caster or an obvious one. The spell creates an invisible sensor that can be dispelled. Lead sheeting or magical protection blocks the spell, and the caster senses that the spell is so blocked. If the caster prefers to create a mobile sensor (speed 30 feet) that he or she controls, increase the Spellcraft DC by +2. To use the <i>reveal</i> seed to reach one specific different plane of existence, increase the Spellcraft DC by +8. To allow magically enhanced senses to work through a spell built with the <i>reveal</i> seed, increase the Spellcraft DC by +4. To cast any spell from the sensor whose range is touch or greater, increase the Spellcraft DC by +6; however, the caster must maintain line of effect to the sensor at all times. If the line of effect is obstructed, the spell ends. To free the caster of the line of effect restriction for casting spells through the sensor, multiply the Spellcraft DC by x10.</p><p>The <i>reveal</i> seed has a base Spellcraft DC of 25 if used to pierce illusions and see things as they really are. The caster can see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under <i>blur</i> or <i>displacement</i> effects, see invisible creatures or objects normally, see through illusions, see onto the Ethereal Plane (but not into extradimensional spaces), and see the true form of polymorphed, changed, or transmuted things. The range of such sight is 120 feet.</p><p>The <i>reveal</i> seed can also be used to develop spells that will do any one of the following: duplicate the <i>read magic</i> spell, comprehend the written and verbal language of another, or speak in the written or verbal language of another. To both comprehend and speak a language, increase the Spellcraft DC by +4.</p><p/>
</div>
    


name: Seed: Slay
altname: seed: slay
school: Necromancy
subschool: None
descriptor: Death
spellcraft_dc: 25
level: None
components: V, S
casting_time: 1 minute
range: 300 ft.
target: One living creature
area: None
effect: None
duration: Instantaneous
saving_throw: Fortitude partial or half (see text)
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>A spell developed using the <i>Slay</i> seed snuffs out the life force of a living creature, killing it instantly. The <i>Slay</i> seed kills a creature of up to 80 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage. For each additional 80 HD affected (or each additional creature affected), increase the Spellcraft DC by +8. Alternatively, a caster can use the <i>Slay</i> seed in an epic spell to suppress the life force of the target by bestowing 2d4 negative levels on the target (or half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Spellcraft DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.</p>
      <p/>
    

full_text:
      <div topic='Seed: Slay' level='3'><p><h3>Seed: Slay</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Necromancy [Death]<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>25<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One living creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Instantaneous<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude partial or half (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>A spell developed using the <i>Slay</i> seed snuffs out the life force of a living creature, killing it instantly. The <i>Slay</i> seed kills a creature of up to 80 HD. The subject is entitled to a Fortitude saving throw to survive the attack. If the save is successful, it instead takes 3d6+20 points of damage. For each additional 80 HD affected (or each additional creature affected), increase the Spellcraft DC by +8. Alternatively, a caster can use the <i>Slay</i> seed in an epic spell to suppress the life force of the target by bestowing 2d4 negative levels on the target (or half as many negative levels on a successful Fortitude save). For each additional 1d4 negative levels bestowed, increase the Spellcraft DC by +4. If the subject has at least as many negative levels as Hit Dice, it dies. If the subject survives and the negative levels persist for 24 hours or longer, the subject must make another Fortitude saving throw, or the negative levels are converted to actual level loss.</p><p/>
</div>
    


name: Seed: Summon
altname: seed: summon
school: Conjuration
subschool: Summoning
descriptor: None
spellcraft_dc: 14
level: None
components: V, S
casting_time: 1 minute
range: 75 ft.
target: None
area: None
effect: One summoned creature
duration: 20 rounds (D)
saving_throw: Will negates (see text)
spell_resistance: Yes (see text)
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider the caster selects of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the <i>summon</i> seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.</p>
      <p>If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR 2 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster's opponents to the best of its ability; or, if the caster can communicate with it, it will perform other actions. However, the summoning ends if the creature is asked to perform a task inimical to its nature. For each +1 CR of the summoned creature, increase the Spellcraft DC by +2.</p>
      <p>Finally, by increasing the Spellcraft DC by +60, the caster can summon a unique individual he or she specifies from anywhere in the multiverse. The caster must know the target's name and some facts about its life, defeat any magical protection against discovery or other protection possessed by the target, and overcome the target's spell resistance, and it must fail a Will saving throw. The target is under no special compulsion to serve the caster.</p>
      <p/>
    

full_text:
      <div topic='Seed: Summon' level='3'><p><h3>Seed: Summon</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Conjuration (Summoning)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>14<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>75 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Effect:</b><br/></td><td>One summoned creature<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>20 rounds (D)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Will negates (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes (see text)<br/></td></tr></table><p>This seed can summon an outsider. It appears where the caster designates and acts immediately, on his or her turn, if its spell resistance is overcome and it fails a Will saving throw. It attacks the caster's opponents to the best of its ability. If the caster can communicate with the outsider, he or she can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an outsider the caster selects of CR 2 or less. For each +1 CR of the summoned outsider, increase the Spellcraft DC by +2. For each additional outsider of the same Challenge Rating summoned, multiply the Spellcraft DC by x2. When a caster develops a spell with the <i>summon</i> seed that summons an air, chaotic, earth, evil, fire, good, lawful, or water creature, the completed spell is also of that type.</p><p>If the caster increases the Spellcraft DC by +10, he or she can summon a creature of CR 2 or less from another monster type or subtype. The summoned creature is assumed to have been plucked from some other plane (or somewhere on the same plane). The summoned creature attacks the caster's opponents to the best of its ability; or, if the caster can communicate with it, it will perform other actions. However, the summoning ends if the creature is asked to perform a task inimical to its nature. For each +1 CR of the summoned creature, increase the Spellcraft DC by +2.</p><p>Finally, by increasing the Spellcraft DC by +60, the caster can summon a unique individual he or she specifies from anywhere in the multiverse. The caster must know the target's name and some facts about its life, defeat any magical protection against discovery or other protection possessed by the target, and overcome the target's spell resistance, and it must fail a Will saving throw. The target is under no special compulsion to serve the caster.</p><p/>
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name: Seed: Transform
altname: seed: transform
school: Transmutation
subschool: None
descriptor: None
spellcraft_dc: 21
level: None
components: V, S
casting_time: 1 minute
range: 300 ft.
target: One creature or inanimate, nonmagical object
area: None
effect: None
duration: Permanent
saving_throw: Fortitude negates (see text)
spell_resistance: Yes
short_description: None
to_develop: None
material_components: None
arcane_material_components: None
focus: None
xp_cost: None
arcane_focus: None
wizard_focus: None
verbal_components: None
sorcerer_focus: None
bard_focus: None
cleric_focus: None
druid_focus: None
reference: SRD 3.5 EpicSpells
description:
      <p>Spells using the <i>transform</i> seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size larger than the subject's normal form. For each additional increment of size change, increase the Spellcraft DC by +6. If the caster wants to transform a nonmagical, inanimate object into a creature of his or her type or transform a creature into a nonmagical, inanimate object, increase the Spellcraft DC by +10. To change a creature of one type into another type increase the Spellcraft DC by +5.</p>
      <p>Transformations involving nonmagical, inanimate substances with hardness are more difficult; for each 2 points of hardness, increase the Spellcraft DC by +1.</p>
      <p>To transform a creature into an incorporeal or gaseous form, increase the Spellcraft DC by +10. Conversely, to overcome the natural immunity of a gaseous or incorporeal creature to transformation, increase the Spellcraft DC by +10.</p>
      <p>The <i>transform</i> seed can also change its target into someone specific. To transform an object or creature into the specific likeness of another individual (including memories and mental abilities), increase the Spellcraft DC by +25. If the transformed creature doesn't have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject's equipment, if any, remains untransformed or melds into the new form's body, at the caster's option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth), and possibly hardness. Creatures transformed into inanimate objects do not gain the benefit of their untransformed physical abilities, and may well be blind, deaf, dumb, and unfeeling. Objects transformed into creatures gain that creature's average physical ability scores, but are considered to have mental ability scores of 0 (the <i>fortify</i> seed can add points to each mental ability, if desired). For each normal extraordinary ability or supernatural ability granted to the transformed creature, increase the Spellcraft DC by +10. The transformed subject can have no more Hit Dice than the caster has or than the subject has (whichever is greater). In any case, for each Hit Die the assumed form has above 15, increase the Spellcraft DC by +2.</p>
      <p/>
    

full_text:
      <div topic='Seed: Transform' level='3'><p><h3>Seed: Transform</h3></p><table width='100%' border='1' cellpadding='2' cellspacing='2' frame='VOID' rules='ROWS'><tr maxcol='3' curcol='3'><td width='25%'/><td>Transmutation<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spellcraft DC:</b><br/></td><td>21<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Components:</b><br/></td><td>V, S<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Casting Time:</b><br/></td><td>1 minute<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Range:</b><br/></td><td>300 ft.<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Target:</b><br/></td><td>One creature or inanimate, nonmagical object<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Duration:</b><br/></td><td>Permanent<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Saving Throw:</b><br/></td><td>Fortitude negates (see text)<br/></td></tr><tr maxcol='3' curcol='3'><td width='25%'><b>Spell Resistance:</b><br/></td><td>Yes<br/></td></tr></table><p>Spells using the <i>transform</i> seed change the subject into another form of creature or object. The new form can range in size from Diminutive to one size larger than the subject's normal form. For each additional increment of size change, increase the Spellcraft DC by +6. If the caster wants to transform a nonmagical, inanimate object into a creature of his or her type or transform a creature into a nonmagical, inanimate object, increase the Spellcraft DC by +10. To change a creature of one type into another type increase the Spellcraft DC by +5.</p><p>Transformations involving nonmagical, inanimate substances with hardness are more difficult; for each 2 points of hardness, increase the Spellcraft DC by +1.</p><p>To transform a creature into an incorporeal or gaseous form, increase the Spellcraft DC by +10. Conversely, to overcome the natural immunity of a gaseous or incorporeal creature to transformation, increase the Spellcraft DC by +10.</p><p>The <i>transform</i> seed can also change its target into someone specific. To transform an object or creature into the specific likeness of another individual (including memories and mental abilities), increase the Spellcraft DC by +25. If the transformed creature doesn't have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject's equipment, if any, remains untransformed or melds into the new form's body, at the caster's option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth), and possibly hardness. Creatures transformed into inanimate objects do not gain the benefit of their untransformed physical abilities, and may well be blind, deaf, dumb, and unfeeling. Objects transformed into creatures gain that creature's average physical ability scores, but are considered to have mental ability scores of 0 (the <i>fortify</i> seed can add points to each mental ability, if desired). For each normal extraordinary ability or supernatural ability granted to the transformed creature, increase the Spellcraft DC by +10. The transformed subject can have no more Hit Dice than the caster has or than the subject has (whichever is greater). In any case, for each Hit Die the assumed form has above 15, increase the Spellcraft DC by +2.</p><p/>
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